











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. QuickTome: Arena Skip 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Solipsist |
| Level / Exp | 28 / 42% |
| Size | big |
| Lifes / Deaths | Killed by Aerokira the maulotaur at level 28 on the 41st Haze 122nd year of Ascendancy at 02:46 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 34 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 76 (base 60) |
| Cunning | 84 (base 56) |
Resources
| Life | 346/346 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 446/446 |
| Healing Factor | 1.443216080402 |
| Regeneration | 3.1029145728643 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 14 |
| See Stealth | 10 |
| See Invisible | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 45 |
| Crit Chance | 27% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 80 |
| Accuracy | 45 |
| Crit Chance | 27% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +26% |
| Lightning | +27% |
| Fire | +8% |
| Darkness | +29% |
| Cold | +18% |
| Physical | +40% |
| Mind | +18% |
| All | +5% |
Offense: Damage Penetration
| Darkness | +12% |
| Lightning | +13% |
| Mind | +13% |
| Physical | +30% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 42.551211628464 (94.117647058824%) |
| Defense | 21 |
| Ranged Defense | 22 |
| Fatigue | 10 |
| Physical Save | 36.83 |
| Spell Save | 52.23 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 52%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Darkness | + 15%( 70%) |
| Physical | + 43%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Confusion Resistance | 10% |
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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. | 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 failed to protect the injured seer from death by dire wolf. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed storm wyrm claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Dagukath the pair of dwarven-steel boots (3 def, 16 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +3 Wil Changes resistances: +1% physical Life regen: +0.60 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Prismmoon' (24/24, 122% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 On weapon hit: * 40% chance to blind * 10% chance to knock the target back Damage (Ranged): +30 physical Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +16 fire Arrows are used with bows to pierce your foes to death. |
| On hands | Airstreaker (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes resistances: +3% lightning / +15% darkness / +23% blight / +9% fire / +15% arcane Changes damage: +6% lightning Damage affinity(heal): +15% nature Talent mastery: +0.40 Wild-gift / Antimagic Physical save: +7 (+2 eff.) Spell save: +58 (+12 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Adena (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +19% nature / +15% physical Changes damage: +13% nature / +15% physical Mental save: +5 (+1 eff.) Light radius: +3 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +13 A pointy cloth hat, very wizardly... |
| Tool | Islussra the iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 16 physical Changes stats: +3 Str / +2 Con Changes resistances: +2% physical Changes resistances penetration: +20% physical It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Gilusta'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Str / +4 Wil / +5 Cun / +6 Con Stun/Freeze immunity: +20% Life regen: +1.30 Light radius: +1 Rings can have magical properties. |
| On fingers | gold ring 'Yarukan'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Changes resistances: +26% cold / +3% nature / +12% physical Changes damage: +13% cold / +12% physical / +5% all Physical save: +6 (+2 eff.) Stun/Freeze immunity: +5% Spellpower: +8 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | living mindstar 'Kheluledar' (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. The set is complete. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +8% blight / +8% physical Changes resistances penetration: +10% physical Changes damage: +8% nature / +8% physical Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Disease immunity: +18% Mindpower: +32 (+8 eff.) Mental crit. chance: +5% Light radius: +3 Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Main armor | Cutholarain the iron plate armour (3 def, 10 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +10 Armour Hardiness: +20% Defense: +3 (+1 eff.) Fatigue: +13% Changes stats: +2 Str / +5 Dex / +4 Cun / +2 Con Changes resistances: +5% acid / +5% physical / +6% fire / +6% lightning / +6% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +23% Infravision radius: +3 A suit of armour made of metal plates. |
| In off hand | Hettysta the living mindstar (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. The set is complete. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Damage when hit (Melee): 20 lightning Changes stats: +5 Str / +9 Dex / +3 Mag / +4 Wil / +8 Cun / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +13% lightning / +13% mind / +12% darkness Changes damage: +16% lightning / +13% mind / +24% darkness Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.10 Mindpower: +20 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Sunquake' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +2 Con Changes resistances: +12% fire Changes resistances penetration: +5% fire Changes damage: +3% fire Stamina each turn: +0.20 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Curefame'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances penetration: +15% nature Grants telepathy: Humanoid/Orc Maximum psi: +10.00 Mindpower: +14 (+4 eff.) Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 122% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion (462% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the titan (range 101) 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 429 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
EleraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +5 Wil / +5 Cun / +4 Con Changes resistances: +12% acid Changes resistances penetration: +15% acid Mindpower: +6 (+2 eff.) Light radius: +3 See invisible: +9 Rings can have magical properties. |
ScumbornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +12% nature / +9% mind Changes resistances penetration: +25% nature Changes damage: +15% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Sulfurguile the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 nature Changes resistances: +27% nature / +8% blight Changes resistances penetration: +15% acid / +20% nature Poison immunity: +18% Disease immunity: +14% Rings can have magical properties. |
gold ring 'Chamyregostir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +5% arcane / +6% cold Reduces incoming crit damage: 15.00% Physical save: +8 (+3 eff.) Spell save: +31 (+8 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +20% Rings can have magical properties. |
psionicist's copper ring of frost (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold Changes damage: +10% cold Mental save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel dagger 'Olurain' (104% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +4 Changes stats: +3 Dex Changes resistances: +9% cold / +5% arcane / +12% nature Changes resistances penetration: +25% mind Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Gumina' (135% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +6 Dex / +2 Cun / +2 Con Changes damage: +9% mind Critical mult.: +20.00% Equilibrium when hit: +0.20 Maximum psi: +50.00 Mindpower: +6 (+2 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Neramita the Dimminister (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +4 Cun Changes resistances: +9% darkness Changes damage: +9% nature / +9% mind Critical mult.: +13.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.Corpselash Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to cause random gloom When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Changes stats: +2 Dex Changes resistances: +15% nature Critical mult.: +10.00% Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Beirim the Wildclash (111% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +16 nature When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Maximum wards: +2 light Changes damage: +15% light / +6% nature Talents granted: +3 Ward +1 Command Staff Spell save: +10 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Blazepierce (111% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 111% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Damage (Melee): +16 blight Attacks use: 1.0 Steam When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes stats: +3 Con Changes resistances penetration: +15% blight / +8% physical Changes damage: +21% blight / +12% fire Talent granted: +1 Block Disarm immunity: +19% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Brandwolf the steel steamsaw (105% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 106% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +25 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +18% acid Changes resistances penetration: +20% acid Changes damage: +9% acid / +9% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Moldburst (109% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Damage (Melee): +29 nature / +11 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Con Changes resistances penetration: +25% nature Changes damage: +9% nature / +15% acid Talent granted: +1 Block Light radius: +3 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! |
hardened leather belt 'Murkflash'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 mind Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances penetration: +10% darkness / +20% mind Changes damage: +12% mind Trap disarming bonus: +13 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
rough leather belt 'Aeryrianor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +2 Con Changes resistances: +6% fire / +3% mind / +5% cold Changes resistances penetration: +15% mind Changes damage: +12% mind A belt that goes around your waist. |
rough leather belt 'Bloomarc'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes damage: +21% nature / +6% acid Stealth bonus: +6 A belt that goes around your waist. |
linen cloak 'Anothel' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Wil / +2 Cun / +5 Con Changes resistances: +6% acid Grants telepathy: Humanoid/Orc Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Polawe' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +12% acid / +6% light / +9% lightning Mental save: +6 (+2 eff.) Blindness immunity: +5% Pinning immunity: +15% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Wil / +2 Con Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Dayscar' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +5 Cun Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +15% light Critical mult.: +14.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarreroddagar (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +3 Defense: +11 (+5 eff.) Fatigue: +2% Changes resistances: +3% physical Critical mult.: +6.00% Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Haledig' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +3 Dex Changes resistances: +12% mind Changes resistances penetration: +25% mind Critical mult.: +5.00% Stealth bonus: +6 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 A pair of boots made of leather. |
Salyriba the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes stats: +3 Cun Changes resistances: +6% fire Changes resistances penetration: +10% acid Changes damage: +5% fire Critical mult.: +20.00% Psi when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +13 (+3 eff.) Armour: +2 Changes stats: +3 Str Physical save: +7 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Berydunanik the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +11 Cun / +3 Wil Hate when firing a critical mind attack: +2.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Aerigogund the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 16 blight Changes stats: +5 Mag Changes resistances: +19% fire Changes damage: +12% arcane Vim when firing critical spell: +5.00 Maximum mana: +60.00 Damage Shield penetration: +50% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Halarek the Gleamclamor (11 def, 10 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +11 (+5 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Changes stats: +3 Cun Changes resistances: +18% light Mental save: +15 (+5 eff.) Light radius: +3 A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.Adubeth the steel shield (12 def, 8 armour, 35.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +15% acid / +12% cold Talent granted: +2 Block Reduces incoming crit damage: 15.00% Spell save: +15 (+4 eff.) Pinning immunity: +20% Deflect projectiles away: +10% Handheld deflection devices. |
285 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
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. |
HalerionPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Dex / +5 Con Changes resistances: +6% darkness Changes damage: +6% light Damage affinity(heal): +5% light Stamina each turn: +0.80 Maximum life: +40.00 Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : 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 10.19 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Balirahell (22/22, 165% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target Damage (Ranged): +55 physical / +13 gravity / +17 temporal Shots are used with slings to pummel your foes to death. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Smash the Ogre Solipsist level 26
23rd Haze 122nd year of Ascendancy at 09:55 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Smash the Ogre Solipsist level 8
9th Dusk 122nd year of Ascendancy at 15:29 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Smash the Ogre Solipsist level 23
6th Haze 122nd year of Ascendancy at 14:46 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Smash the Ogre Solipsist level 10
17th Dusk 122nd year of Ascendancy at 00:13 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Smash the Ogre Solipsist level 20
56th Dusk 122nd year of Ascendancy at 15:26 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Smash the Ogre Solipsist level 14
37th Dusk 122nd year of Ascendancy at 03:42 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Smash the Ogre Solipsist level 10
18th Dusk 122nd year of Ascendancy at 22:08 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Smash the Ogre Solipsist level 26
23rd Haze 122nd year of Ascendancy at 10:23 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Smash the Ogre Solipsist level 21
57th Dusk 122nd year of Ascendancy at 18:26 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Smash the Ogre Solipsist level 28
41st Haze 122nd year of Ascendancy at 02:46 see stats
Log
Smash hits Aerokira the maulotaur for 30 arcane damage.
Aerokira the maulotaur hits Smash for (59 antimagic), 78 to psi, 92 arcane (170 total damage).
Smash converts some damage to Psi!
Smash hits Assassin for 34 physical, 7 nature, 25 lightning, 34 physical, 7 nature, 25 lightning (132 total damage).
Assassin hits Smash for 42 to psi, 50 physical, 36 to psi, 42 physical (171 total damage).
Smash is invigorated by the attack!
Talent Infusion: Wild is ready to use.
Talent Resonance Field is ready to use.
Smash converts some damage to Psi!
Smash mentally dismisses some damage!
Smash receives 5 healing (6 psi heal).
Smash hits Aerokira the maulotaur for 23 arcane damage.
Burning from Aerokira the maulotaur hits Smash for (59 antimagic), (6 dismissed), 2 to psi, 3 fire (5 total damage).
Aerokira the maulotaur casts Lightning.
Aerokira the maulotaur's spell attains critical power!
Saving game...
Smash is invigorated by the attack!
Smash converts some damage to Psi!
Smash hits Aerokira the maulotaur for 17 arcane damage.
Aerokira the maulotaur hits Smash for (59 antimagic), 180 to psi, 213 lightning (393 total damage).
Smash the level 28 ogre solipsist was electrocuted to death by Aerokira the maulotaur on level 2 of Tempest Peak.
Aerokira the maulotaur killed Smash!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Smash deactivates Lucid Dreamer.
Smash stops burning.
Smash is no longer attuned.
Smash deactivates Antimagic Shield.
Smash deactivates Psiblades.
Personal New Achievement: Unstoppable (Madness (Roguelike) difficulty)!































































































































