Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Mindslayer |
| Level / Exp | 50 / 1676% |
| Size | big |
| Lifes / Deaths | Killed by Elekira the skeleton magus at level 24 on the 18th Regrowth 123rd year of Ascendancy at 01:14 / 2Killed by Atamathon the Giant Golem at level 50 on the 4th Regrowth 124th year of Ascendancy at 02:31 |
Primary Stats
| Strength | 111 (base 12) |
| Dexterity | 177.028 (base 29) |
| Constitution | 59 (base 9) |
| Magic | 168.028 (base 60) |
| Willpower | 123 (base 60) |
| Cunning | 207.028 (base 64) |
Resources
| Life | -3307/1528 |
| Mana | 1156/1156 |
| Psi | 85/153 |
| Healing Factor | 2.5 |
| Regeneration | 6.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +149.30768307989% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 10 |
| See Stealth | 35 |
| See Invisible | 25 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 100 |
| Crit Chance | 108% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 93% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| All | +55% |
Offense: Damage Penetration
| All | +0% |
Defense: Base
| Armour (hardiness) | 150.20662291014 (56.923076923077%) |
| Defense | 61 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 143 |
| Spell Save | 145 |
| Mental Save | 148 |
Defense: Resistances
| All | 11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Blind Resistance | 100% |
| Silence Resistance | 15% |
| Bleed Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (6/6)
| 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 359% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1276 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 338% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1545% 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. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 41 for 11 turns. While Heroism is active, you will only die when reaching -1256 life. However, when below 0 you cannot see how much life you have left. 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1273% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Charged mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Charged Aura |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Beyond the Flesh |
| talent | Skate |
| talent | Defensive Posture |
| talent | Thermal Shield |
| talent | Kinetic Aura |
| beneficial effect | Increases your three highest stats by 34 and keeps you from dying even if your life drops to -1056. Heroism |
| beneficial effect | Increases global speed by 49%. Quick |
| beneficial effect | The target radiates incredible power, increasing all damage done by 30%. Power Overload |
| beneficial effect | Your electrokinesis transcends normal limits. +30% Lightning damage and +19% Lightning damage penetration, and improved charged effects. Transcendent Electrokinesis |
| beneficial effect | Perfect control |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| beneficial effect | Increases all saves by 428 and healing factor by 214%. Unstoppable Force Salve |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | A psionic charge is keeping your heart pumping, allowing you to survive to -423 health. Heart Started |
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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by war hound. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus 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 heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&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
| Psionic focus | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% On weapon hit: * flashes light on your target dealing 145 damage When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher&YELLOWLASTANTIQUE_WHITE{italic} |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +4 Iron Grip Critical mult.: +30.00% Disarm immunity: +140% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes damage: +20% light Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +11 See stealth: +10 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 102.35 cold damage and 77.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 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. |
| On head | Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +30 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +15 (+2 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On feet | Maleregund the Blindborn (0 def, 13 armour) Maleregund the Blindborn (0 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +5 Wil / +5 Cun / +10 Con Changes resistances: +9% nature / +6% light / +6% darkness Changes resistances penetration: +5% light / +9% physical Changes damage: +6% darkness Physical save: +17 (+3 eff.) Mental save: +24 (+3 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | voratun torque of psychoportation &039; [power 56] (34 cooldown) voratun torque of psychoportation &039; [power 56] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +9% light Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence Reduces incoming crit damage: 10.00% Cut immunity: +20% It can be used to teleport randomly (rad 56), putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Urtheleg the voratun ring Urtheleg the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +9 Str / +7 Mag / +8 Wil / +16 Cun / +10 Con Changes resistances: +38% darkness / +6% light Changes damage: +19% darkness Reduces incoming crit damage: 10.00% Disease immunity: +10% Silence immunity: +15% Confusion immunity: +10% Only die when reaching: -40.00 life Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
| On fingers | voratun ring &039; voratun ring &039;Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +10 Dex / +7 Mag / +8 Wil / +17 Cun Changes resistances penetration: +10% mind Changes damage: +6% mind Mental save: +16 (+2 eff.) Blindness immunity: +36% Stamina each turn: +0.20 Maximum stamina: +25.00 Spellpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
| Around neck | Gilyruirek the Lightningedge Gilyruirek the LightningedgePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to daze Changes stats: +7 Cun / +12 Mag Changes resistances: +12% light Changes damage: +12% lightning / +8% temporal / +8% light / +11% darkness / +8% physical Life regen: +2.30 Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
| In main hand | Glittergash the elven-wood magestaff (25-30 power, 5 apr, lightning element) Glittergash the elven-wood magestaff (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 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 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 143 damage Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Changes resistances penetration: +25% light Changes damage: +12% light / +25% lightning Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +21 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Turilagorn the drakeskin leather belt Turilagorn the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +27 Defense: +15 (+4 eff.) Fatigue: -20% Changes stats: +6 Mag / +4 Wil Changes resistances: +15% blight Maximum encumbrance: +50 Physical save: +21 (+3 eff.) Mana each turn: +0.68 Maximum mana: +57.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% It can be used to create a temporary shield that absorbs 281 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | voratun shield &039; (12 def, 23 armour, 374.5 block) voratun shield &039; (12 def, 23 armour, 374.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +23 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +6 Con Changes resistances: +27% lightning / +24% fire Talent granted: +5 Block Physical save: +14 (+2 eff.) Handheld deflection devices. |
| Cloak | Stokeclamor the elven-silk cloak (3 def, 0 armour) Stokeclamor the elven-silk cloak (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: +24 (+4 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 8 fire Changes stats: +5 Str / +5 Con Changes resistances: +20% nature / +6% fire / +6% light / +20% cold Changes damage: +6% fire Physical save: +8 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +12 (+1 eff.) Maximum life: +172.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +16 Str / +10 Dex / +10 Mag / +16 Wil / +14 Cun / +10 Con / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
medical injector implant (efficiency 112% / cooldown 67%) medical injector implant (efficiency 112% / cooldown 67%)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 112% efficiency and cooldown mod of 67%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 167% / cooldown 67%) medical injector implant (efficiency 167% / cooldown 67%)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 167% efficiency and cooldown mod of 67%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 161% / cooldown 57%) medical injector implant (efficiency 161% / cooldown 57%)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 161% efficiency and cooldown mod of 57%. 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 28) steam generator implant of the duelist (steam 28)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 27.9 steam per turn. Can be activated for an instant burst of 139 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 19) steam generator implant of the psychic (steam 19)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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 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 sneak (steam 25) steam generator implant of the sneak (steam 25)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 25.5 steam per turn. Can be activated for an instant burst of 127 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (+39 for 12 turns, die at -1444) heroism infusion of the wizard (+39 for 12 turns, die at -1444)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: 29 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 39 for 12 turns. While Heroism is active, you will only die when reaching -1444 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (943% speed; 6 turns) movement infusion of the titan (943% speed; 6 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 943% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (642.00 temporal damage, removed from time 4 turns) Rune of the Rift (642.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1046.46 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. |
shielding rune of the duelist (absorb 950 for 5 turns) shielding rune of the duelist (absorb 950 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 950 damage for 5 turns. 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. |
shielding rune of the duelist (absorb 985 for 5 turns) shielding rune of the duelist (absorb 985 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 985 damage for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled &039; Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Glitterbliss GlitterblissInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+2 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Changes stats: +5 Dex / +4 Cun / +4 Con / +7 Lck Changes resistances: +21% light / +12% darkness Blindness immunity: +26% Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Xerira the Scumrage Xerira the ScumrageInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +18% mind / +11% temporal Changes damage: +6% nature Confusion immunity: +25% Pinning immunity: +24% Knockback immunity: +23% Amulets can have magical properties. |
cleansing copper amulet of strength (+2) cleansing copper amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
steel amulet &039; steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances penetration: +5% fire Changes damage: +15% fire Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Anehad the stralite ring Anehad the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Changes resistances: +1% physical Physical save: +6 (+1 eff.) Stun/Freeze immunity: +43% Life regen: +4.00 Light radius: +2 Infravision radius: +3 Healing mod.: +10% Rings can have magical properties. |
Duskwrecker DuskwreckerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% lightning / +6% mind / +6% darkness Changes resistances penetration: +5% mind Changes damage: +12% lightning / +12% mind Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +29% lightning / +26% fire / +6% nature / +5% arcane Changes resistances penetration: +5% mind Changes damage: +13% lightning / +13% fire Rings can have magical properties. |
mule& mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings can have magical properties. |
rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings can have magical properties. |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Sawrd (30-48 power, 19 apr) Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 72% Wil Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
Buhor the dragonbone magestaff (54-64.8 power, 6 apr, lightning element) Buhor the dragonbone magestaff (54-64.8 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 54.0 - 64.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +3 Mag / +2 Con Changes resistances: +1% physical / +6% light / +5% arcane Changes damage: +54% lightning Talent granted: +1 Command Staff Critical mult.: +0.00% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +24 (+5 eff.) Spell crit. chance: +19% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+5 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell&ANTIQUE_WHITE |
Voruriassra the yew magestaff (24-28.8 power, 5 apr, lightning element) Voruriassra the yew magestaff (24-28.8 power, 5 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +2 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes resistances: +3% physical Changes damage: +24% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +3 (+1 eff.) Confusion immunity: +5% Maximum life: +10.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff (30-36 power, 6 apr, lightning element) infernal dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +20 (+4 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of illumination (32-38.4 power, 5 apr, darkness element) potent elven-wood starstaff of illumination (32-38.4 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +32% darkness Talent granted: +1 Command Staff Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 279.98 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ramroller (40-60 power, 24 apr) Ramroller (40-60 power, 24 apr)Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 40.0 - 60.0 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% Block value: +180 Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +14 (+4 eff.) Fatigue: +0% Talent granted: +5 Block Movement speed: +0% Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what& |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Poriwen the Kindlewake (5 def, 0 armour) Poriwen the Kindlewake (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Str / +0 Dex / +6 Mag / +7 Wil / +2 Cun / +0 Con Changes resistances: +9% lightning / +12% cold / +9% fire Changes damage: +20% lightning / +11% physical / +14% light / +16% cold / +14% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spell save: +27 (+4 eff.) Spellpower: +11 (+2 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +0 Str / +0 Dex / +0 Mag / +4 Wil / +3 Cun / +0 Con Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 163.01 to 203.77 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Flashkiss the pair of dwarven-steel boots (0 def, 10 armour) Flashkiss the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +2 Cun / +1 Mag Changes resistances: +10% acid / +10% fire / +10% cold / +9% lightning Changes resistances penetration: +15% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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 (+2 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! |
Storm Bringer& Storm Bringer&Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Disarm immunity: +0% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 227.56 to 682.67 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
sand rough leather gloves of strength (+2) (0 def, 7 armour) sand rough leather gloves of strength (+2) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aranor (2 def, 0 armour) Aranor (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Mag / +0 Cun / +4 Con Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +14% arcane Mental save: +0 (+0 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 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 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
Blackonslaught (0 def, 4 armour) Blackonslaught (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +9 Str / +7 Dex Changes resistances: +7% lightning / +8% temporal / +6% darkness Changes resistances penetration: +10% mind Changes damage: +3% darkness Psi when hit: +0.20 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil / +0 Cun Changes damage: +8% light Mental save: +0 (+0 eff.) Blindness immunity: +30% Silence immunity: +0% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 143.93 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Wrathroot& Wrathroot&Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
warded voratun shield of radiance (12 def, 3 armour, 215 block) warded voratun shield of radiance (12 def, 3 armour, 215 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +6 Con / +4 Mag Changes resistances: +18% light Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +5 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Airquick the iron pickaxe (dig speed 18 turns) Airquick the iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +5% acid Changes damage: +6% acid Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Belidatha (dig speed 11 turns) Belidatha (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes stats: +3 Str / +6 Cun / +2 Con Changes resistances penetration: +5% physical Changes damage: +9% physical Physical save: +6 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xilradatta the Blindroar (dig speed 9 turns) Xilradatta the Blindroar (dig speed 9 turns)Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Wil / +1 Cun Changes resistances: +13% darkness / +14% nature Changes damage: +6% light / +15% fire / +9% mind / +8% nature Damage affinity(heal): +15% darkness Mental save: +15 (+2 eff.) Equilibrium when hit: +0.16 Light radius: +2 Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 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. |
Boradas the brass lantern Boradas the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +3% darkness Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0% light Maximum life: +43.00 Light radius: +4 See stealth: +0 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker&039;s lamp nightwalker&039;s lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Changes damage: +0% light Critical mult.: +15.00% Light radius: +3 See stealth: +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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. |
amazing fiery salve [power 97] amazing fiery salve [power 97]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (97% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 97] amazing frost salve [power 97]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (97% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing unstoppable force salve [power 403] amazing unstoppable force salve [power 403]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 403 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 97] amazing water salve [power 97]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (97% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 999] great healing salve [power 999]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 338% efficiency and 61% cooldown modifier. It can be used to heal 999, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 71] powerful fiery salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (71% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 71] powerful frost salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (71% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 838] powerful healing salve [power 838]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 338% efficiency and 61% cooldown modifier. It can be used to heal 838, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 71] powerful water salve [power 71]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 338% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (71% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest 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 crystal edge dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating dwarven steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel white light emitter dwarven steel white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes damage: +12% light Light radius: +3 See stealth: +6 Tinkers can be attached to normal items to improve them with steam power! |
great air recycler great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
steel power distributor steel power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edge stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type &ORANGELAST039; When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edge stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type &ORANGELAST039; When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite power distributor stralite power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
stralite white light emitter stralite white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes damage: +16% light Light radius: +4 See stealth: +8 Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove 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 acid groove 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! |
Boltwalker the dwarven-steel torque of psychoportation [power 42] (30 cooldown) Boltwalker the dwarven-steel torque of psychoportation [power 42] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +2 Cun Changes damage: +3% mind Mindpower: +6 (+2 eff.) It can be used to teleport randomly (rad 42), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 29] (30 cooldown) steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
bright elm wand of trap destruction [power 18] (15 cooldown) bright elm wand of trap destruction [power 18] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
3 diamond 3 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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 amber 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. |
4 ametrine 4 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By koa the Ogre Mindslayer level 34
25th Pyre 123rd year of Ascendancy at 05:13 see stats
A different point of view (Insane (Roguelike) difficulty)
4th Regrowth 123rd year of Ascendancy at 20:42 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By koa the Ogre Mindslayer level 34
21st Pyre 123rd year of Ascendancy at 19:05 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By koa the Ogre Mindslayer level 41
9th Flare 123rd year of Ascendancy at 00:57 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By koa the Ogre Mindslayer level 42
30th Dusk 123rd year of Ascendancy at 08:42 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By koa the Ogre Mindslayer level 37
75th Pyre 123rd year of Ascendancy at 03:14 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By koa the Ogre Mindslayer level 21
37th Haze 122nd year of Ascendancy at 18:23 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Ogre Mindslayer level 34
37th Pyre 123rd year of Ascendancy at 18:31 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By koa the Ogre Mindslayer level 38
6th Mirth 123rd year of Ascendancy at 05:56 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By koa the Ogre Mindslayer level 36
46th Pyre 123rd year of Ascendancy at 22:44 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Ogre Mindslayer level 36
46th Pyre 123rd year of Ascendancy at 17:25 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By koa the Ogre Mindslayer level 50
1st Allure 124th year of Ascendancy at 07:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Ogre Mindslayer level 19
18th Haze 122nd year of Ascendancy at 05:33 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By koa the Ogre Mindslayer level 29
69th Regrowth 123rd year of Ascendancy at 11:28 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By koa the Ogre Mindslayer level 28
32nd Regrowth 123rd year of Ascendancy at 16:52 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By koa the Ogre Mindslayer level 50
3rd Decay 123rd year of Ascendancy at 15:16 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By koa the Ogre Mindslayer level 39
6th Mirth 123rd year of Ascendancy at 11:17 see stats
Home sweet home (Insane (Roguelike) difficulty)
4th Regrowth 123rd year of Ascendancy at 20:19 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By koa the Ogre Mindslayer level 43
30th Dusk 123rd year of Ascendancy at 15:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Ogre Mindslayer level 10
21st Dusk 122nd year of Ascendancy at 23:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Ogre Mindslayer level 20
19th Haze 122nd year of Ascendancy at 23:48 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Ogre Mindslayer level 30
79th Regrowth 123rd year of Ascendancy at 22:59 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By koa the Ogre Mindslayer level 40
1st Flare 123rd year of Ascendancy at 13:33 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By koa the Ogre Mindslayer level 50
44th Haze 123rd year of Ascendancy at 08:41 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By koa the Ogre Mindslayer level 48
8th Haze 123rd year of Ascendancy at 18:37 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By koa the Ogre Mindslayer level 50
1st Decay 123rd year of Ascendancy at 23:22 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By koa the Ogre Mindslayer level 50
8th Allure 124th year of Ascendancy at 18:38 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By koa the Ogre Mindslayer level 50
53rd Haze 123rd year of Ascendancy at 11:06 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By koa the Ogre Mindslayer level 21
54th Haze 122nd year of Ascendancy at 00:24 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
33rd Regrowth 123rd year of Ascendancy at 22:20 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By koa the Ogre Mindslayer level 43
30th Dusk 123rd year of Ascendancy at 12:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Ogre Mindslayer level 21
36th Haze 122nd year of Ascendancy at 18:20 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By koa the Ogre Mindslayer level 37
71st Pyre 123rd year of Ascendancy at 08:56 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By koa the Ogre Mindslayer level 50
1st Allure 124th year of Ascendancy at 07:08 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By koa the Ogre Mindslayer level 23
4th Regrowth 123rd year of Ascendancy at 20:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Ogre Mindslayer level 9
20th Dusk 122nd year of Ascendancy at 08:53 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By koa the Ogre Mindslayer level 23
4th Regrowth 123rd year of Ascendancy at 20:42 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By koa the Ogre Mindslayer level 29
49th Regrowth 123rd year of Ascendancy at 06:01 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By koa the Ogre Mindslayer level 50
44th Haze 123rd year of Ascendancy at 13:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By koa the Ogre Mindslayer level 9
4th Dusk 122nd year of Ascendancy at 08:02 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By koa the Ogre Mindslayer level 26
28th Regrowth 123rd year of Ascendancy at 16:54 see stats
There and back again (Insane (Roguelike) difficulty)
35th Dusk 123rd year of Ascendancy at 02:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Ogre Mindslayer level 25
20th Regrowth 123rd year of Ascendancy at 15:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Ogre Mindslayer level 14
53rd Dusk 122nd year of Ascendancy at 04:47 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By koa the Ogre Mindslayer level 24
18th Regrowth 123rd year of Ascendancy at 01:14 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By koa the Ogre Mindslayer level 33
20th Pyre 123rd year of Ascendancy at 13:16 see stats
Log
Koa uses Transcendent Electrokinesis.
koa performs a melee critical strike against Atamathon the Giant Golem!
Koa shrugs off the critical damage!
koa reflects damage back to Atamathon the Giant Golem!
Atamathon the Giant Golem reflects damage back to koa!
Atamathon the Giant Golem hits koa for (374 blocked), (109 to psi shield), (248 absorbed), 0 arcane, (100 blocked), 0 fire, (36 blocked), 0 physical, (136 blocked), 0 lightning, (244 blocked), 0 light (0 total damage).
koa hits Atamathon the Giant Golem for 1548 arcane, 248 reflected, , 55 physical, 206 lightning, 371 light (2428 total damage).
Koa uses Charged Strike.
Koa&
koa performs a melee critical strike against Atamathon the Giant Golem!
Koa shrugs off the critical damage!
Your shield crumbles under the damage!
The shield around koa crumbles.
Koa&
Koa shrugs off the critical damage!
Atamathon the Giant Golem uses Pound.
Atamathon the Giant Golem performs a melee critical strike against koa!
Koa shrugs off the critical damage!
Koa deactivates Heartstart.
Koa resists the terror!
Koa resists the dazing blow!
koa reflects damage back to Atamathon the Giant Golem!
Atamathon the Giant Golem reflects damage back to koa!
Atamathon the Giant Golem hits koa for (374 blocked), (774 absorbed), 360 lightning, (14 blocked), 0 light, (100 blocked), 0 fire, (36 blocked), 0 physical, (136 blocked), 0 lightning, (244 blocked), 0 light, (374 blocked), 402 lightning, (374 blocked), (109 to psi shield), 2173 arcane, (26 blocked), 0 fire, (8 blocked), 0 light, (21 blocked), 0 fire (2935 total damage).
koa hits Atamathon the Giant Golem for 2950 lightning, 774 reflected, , 21 light, 55 physical, 206 lightning, 827 light, 836 lightning, 12 light, 32 fire (5712 total damage).
Atamathon the Giant Golem hits koa for (117 blocked), 0 fire, (117 blocked), 0 light, (117 blocked), 0 physical (0 total damage).
koa performs a melee critical strike against Atamathon the Giant Golem!
Koa shrugs off the critical damage!
Saving game...
