

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 47 / 56% |
Size | medium |
Lifes / Deaths | Killed by Emelina the sick war bear at level 14 on the 22nd Dusk 122nd year of Ascendancy at 00:56 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 86 (base 65) |
Dexterity | 19 (base 11) |
Constitution | 33 (base 10) |
Magic | 13 (base 8) |
Willpower | 121.47853870665 (base 65) |
Cunning | 129.69634676662 (base 58) |
Resources
Life | 1110/1110 |
Steam | 100/100 |
Equilibrium | 48 |
Psi | 186/186 |
Healing Factor | 1.6019507389162 |
Regeneration | 2.1626334975368 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 20 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 143 |
Accuracy | 63 |
Crit Chance | 45% |
APR | 92 |
Speed | 1.00 |
Offense: Offhand
Damage | 176 |
Accuracy | 63 |
Crit Chance | 46% |
APR | 107 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +28% |
Mind | +10% |
All | +2% |
Darkness | +31% |
Light | +22% |
Lightning | +29% |
Fire | +33% |
Nature | +27% |
Offense: Damage Penetration
Darkness | +17% |
Lightning | +15% |
Mind | +27% |
Fire | +7% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 54.08934837382 (81.030927835052%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 19 |
Physical Save | 46 |
Spell Save | 48 |
Mental Save | 67 |
Defense: Resistances
Acid | + 65%( 70%) |
Physical | + 58%( 70%) |
Cold | + 60%( 70%) |
All | + 38%( 70%) |
Lightning | + 70%( 70%) |
Light | + 43%( 70%) |
Darkness | + 49%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Pinning Resistance | 16% |
Stun Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 10% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. 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 139% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
talent | Psiblades |
talent | Gestalt |
talent | Mechanical Arms |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +2. | 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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Talents +5 Rocket Boots Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +1 Str +3 Wil +6 Con dps ---------- Dmg.mod +6% blight +20% light ----- def ----- Fatigue -10% ---------- misc Light +14 See.Stealth +10 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Wil +8 Cun dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +16% physical +6% light +29% fire +24% nature +32% cold Phys.save +11 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +12 (+3 eff.) Max.HP +109.00 Heal.mod +28% Cut- +10% Knockbk- +10% ---------- misc Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Talents +5 Project Saw Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Cun +1 Mag ---------- misc Light +1 Telepathy Dragon Demon/Major Demon/Minor Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +13 (+3 eff.) Dmg.mod +12% lightning Res.pen +15% lightning Melee Ret 8 nature ----- def ----- Resists +20% nature +18% lightning Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% lightning +15% darkness Res.pen +10% darkness +20% mind Acc +17 (+9 eff.) Apr +9 ----- def ----- Defense +22 (+9 eff.) Resists +30% lightning +6% darkness Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 104% 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 neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar hates not to be wrathful. The set is complete. Power 9.0 - 9.9 Mind Uses 115% Wil, 37% Cun Mastery Psiblades Acc uses Wil Apr +46 Crit +3.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 66 damage and reducing their armor While equipped: Stats +7 Wil dps ---------- Mind.crit +3% Mind.pwr +22 (+5 eff.) Dmg.mod +8% mind +14% darkness Res.pen +7% mind +7% darkness ----- def ----- Phys.save +2 (+1 eff.) Heal.mod +13% Heal/summ +10 Silence- +15% Confus- +10% Stun/Frz- +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. This natural fire should be returned to the wyrm. The set is complete. Power 14.0 - 15.4 Mind Uses 124% Wil, 47% Cun Mastery Psiblades Acc uses Wil Apr +61 Crit +4.5% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * splashes acid on your target dealing 70 damage and reducing their armor While equipped: Stats +19 Cun -10 Mag dps ---------- Mind.crit +8% Mind.pwr +15 (+3 eff.) All.spd +2% Dmg.mod +11% fire Res.pen +7% fire Melee Ret 5 fire ----- def ----- Resists +9% acid +12% fire +6% nature +3% light Spell.save +20 (+7 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 Hate/kill +3.00 Psi/kill +3.00 Max.hate +8.00 Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 206.36 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +30% lightning Phys.save +10 (+4 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 239 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +8 Dex +8 Mag +17 Wil +17 Cun +12 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +26 Defense +9 (+4 eff.) Fatigue +16% Resists +34% acid +12% darkness +23% fire +6% lightning +3% cold Phys.save +15 (+5 eff.) Mind.save +25 (+6 eff.) ---------- misc See.Invis +3 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 65%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 648.63 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +16 (+8 eff.) ----- def ----- Resists +6% darkness Phys.save +20 (+7 eff.) Max.HP +23.00 HP.reg +0.60 Disarm- +22% Pinning- +24% Knockbk- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 40% Wil, 55% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+9 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.10 acid and 5.35 blight damage. If not cleared after five turns it will inflict 30.35 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 40% Wil, 90% Str, 20% Cun Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 80% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This natural venom should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +8% arcane +23% acid Res.pen +7% arcane +18% acid Melee Ret 11 acid On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 20 arcane resource burn ----- def ----- Resists +24% acid +9% fire +15% arcane +3% temporal HP.reg +1.90 ---------- misc Equi/ret +2.20 Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+17 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 acid +8 nature On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Spell.pwr +35 (+21 eff.) Melee+ 34 arcane Dmg.mod +3% acid +37% fire +9% nature ----- def ----- Resists +6% nature +10% blight ---------- misc Max.mana +103.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +108 Melee+ +21 cold Uses 1.0 Steam While equipped: dps ---------- Spell.crit +2% Res.pen +10% arcane Acc +10 (+5 eff.) ----- def ----- Armour +6 Defense +18 (+8 eff.) Fatigue +12% Resists +6% lightning Mind.save +6 (+2 eff.) Disarm- +50% ---------- misc Wards +6 lightning +5 temporal +4 blight +4 fire +4 cold Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +7% physical +7% cold ----- def ----- Resists +7% lightning +3% temporal +3% light +7% cold +9% nature +5% arcane Crit.dmg- 10.00% Die.at -60.00 life Pinning- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +10 Fatigue +3% Resists +12% acid +6% fire +12% lightning Phys.save +17 (+6 eff.) Spell.save +17 (+6 eff.) Mind.save +19 (+5 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 20.80 to 62.41 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Cun +4 Str dps ---------- Crit.mult +5.00% Dmg.mod +18% blight Acc +21 (+11 eff.) Melee Ret 9 physical On Hit (Melee): * 15% chance to daze at end of turn On Melee Ret: * 34% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +17 (+7 eff.) Fatigue +5% Mind.save +0 (+0 eff.) ---------- misc Mana/s.crit +2.00 Light +0 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 456.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 164.79 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% lightning +9% darkness Res.pen +25% lightning ----- def ----- Fatigue -6% Resists +18% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (165 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 frost salve [power 18] amazing frost salve [power 18]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 18] amazing water salve [power 18]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 219] great healing salve [power 219]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 219 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+8 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nieva the Cornac Psyshot level 33
35th Regrowth 123rd year of Ascendancy at 01:27 see stats
By Nieva the Cornac Psyshot level 46
9th Decay 123rd year of Ascendancy at 03:06 see stats
By Nieva the Cornac Psyshot level 32
29th Regrowth 123rd year of Ascendancy at 03:30 see stats
By Nieva the Cornac Psyshot level 17
78th Dusk 122nd year of Ascendancy at 18:23 see stats
By Nieva the Cornac Psyshot level 45
44th Dusk 123rd year of Ascendancy at 14:59 see stats
By Nieva the Cornac Psyshot level 36
50th Regrowth 123rd year of Ascendancy at 18:12 see stats
By Nieva the Cornac Psyshot level 39
22nd Pyre 123rd year of Ascendancy at 07:10 see stats
By Nieva the Cornac Psyshot level 35
46th Regrowth 123rd year of Ascendancy at 20:22 see stats
By Nieva the Cornac Psyshot level 39
39th Pyre 123rd year of Ascendancy at 03:23 see stats
By Nieva the Cornac Psyshot level 19
18th Haze 122nd year of Ascendancy at 14:42 see stats
By Nieva the Cornac Psyshot level 21
43rd Haze 122nd year of Ascendancy at 17:49 see stats
By Nieva the Cornac Psyshot level 31
26th Regrowth 123rd year of Ascendancy at 18:59 see stats
By Nieva the Cornac Psyshot level 39
12nd Pyre 123rd year of Ascendancy at 00:11 see stats
By Nieva the Cornac Psyshot level 10
4th Flare 122nd year of Ascendancy at 05:17 see stats
By Nieva the Cornac Psyshot level 20
19th Haze 122nd year of Ascendancy at 14:12 see stats
By Nieva the Cornac Psyshot level 30
19th Regrowth 123rd year of Ascendancy at 11:22 see stats
By Nieva the Cornac Psyshot level 40
39th Pyre 123rd year of Ascendancy at 03:23 see stats
By Nieva the Cornac Psyshot level 15
29th Dusk 122nd year of Ascendancy at 22:14 see stats
By Nieva the Cornac Psyshot level 28
3rd Regrowth 123rd year of Ascendancy at 02:46 see stats
By Nieva the Cornac Psyshot level 43
22nd Dusk 123rd year of Ascendancy at 16:36 see stats
By Nieva the Cornac Psyshot level 24
10th Decay 122nd year of Ascendancy at 20:27 see stats
By Nieva the Cornac Psyshot level 35
47th Regrowth 123rd year of Ascendancy at 00:15 see stats
By Nieva the Cornac Psyshot level 7
6th Mirth 122nd year of Ascendancy at 15:03 see stats
By Nieva the Cornac Psyshot level 11
10th Flare 122nd year of Ascendancy at 18:54 see stats
By Nieva the Cornac Psyshot level 38
77th Regrowth 123rd year of Ascendancy at 09:21 see stats
By Nieva the Cornac Psyshot level 30
23rd Regrowth 123rd year of Ascendancy at 02:22 see stats
By Nieva the Cornac Psyshot level 21
22nd Haze 122nd year of Ascendancy at 07:44 see stats
By Nieva the Cornac Psyshot level 14
22nd Dusk 122nd year of Ascendancy at 00:56 see stats
By Nieva the Cornac Psyshot level 31
27th Regrowth 123rd year of Ascendancy at 21:43 see stats
Log
Saving done.
The merchant carefully hands you: Sack of Health (0 def, 5 armour)
Nieva wears (replacing Arcpulverizer (17 def, 5 armour) ): Sack of Health (0 def, 5 armour).
You detach stralite mental stimulator from your Arcpulverizer (17 def, 5 armour).
You attach stralite mental stimulator to your Sack of Health (0 def, 5 armour) .
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Run in which direction?
Saving game...
Saving done.
Nieva deactivates Gestalt.
Nieva deactivates Mechanical Arms.
Nieva deactivates Antimagic Shield.
Nieva deactivates Embedded Restoration Systems.
Nieva deactivates her cloak's restoration systems.
Nieva deactivates Molten Iron Blood.
Nieva tessellates her cloak!
Nieva deactivates Psiblades.