














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 | Female |
| Race | Thalore |
| Class | Solipsist |
| Level / Exp | 43 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 78 (base 51) |
| Constitution | 19 (base 10) |
| Magic | 39 (base 10) |
| Willpower | 99.412246967213 (base 60) |
| Cunning | 115.93469974044 (base 60) |
Resources
| Life | 432/432 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 514/514 |
| Healing Factor | 1.0714285714287 |
| Regeneration | 3.6964285714291 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +149.79368932039% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 14 |
| See Stealth | 15 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 45 |
| Crit Chance | 53% |
| APR | 78 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 117 |
| Accuracy | 45 |
| Crit Chance | 53% |
| APR | 62 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Lightning | +25% |
| Darkness | +15% |
| Mind | +58% |
| Physical | +44% |
| Fire | +17% |
| All | +8% |
Offense: Damage Penetration
| Lightning | +16% |
| Light | +28% |
| Temporal | +5% |
| Mind | +45% |
| Physical | +11% |
| Fire | +40% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 65.624668784567 (74.117647058824%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 25 |
| Physical Save | 39.05 |
| Spell Save | 48.29 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 30%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 17%( 70%) |
| Lightning | + 40%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 70% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 70% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 9 turns. While Heroism is active, you will only die when reaching -657 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Forge Shield |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Betenor the orc assassin. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You failed to protect the lost tinker from death by Yvubretta the grave wight. Escort: lost tinker (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by lesser vampire. Escort: lost tinker (level 5 of Dreadfell) | failed |
You failed to protect the lost tinker from death by RassaR. Escort: lost tinker (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. 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. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 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. * Vor Pride, in the north east. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Zeromnir' (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind / 12 acid Changes resistances penetration: +25% mind Critical mult.: +20.00% Mental crit. chance: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Eclipseraven the pouch of dwarven-steel shots (25/25, 142% power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +12.0% Capacity: 25 On weapon hit: * 20% chance to inflict 15% damage reduction * 10% chance to stun, blind, pin, or confuse the target * disrupts spell-casting On weapon crit: * cripple the target Damage (Ranged): +9 temporal / +8 physical Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid Damage against: +11% Unnatural Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Bokilatharain'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +36.00% Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Neronn the Crackleonslaught (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.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning / 12 temporal Changes resistances: +22% acid / +7% physical / +12% darkness / +10% temporal / +10% lightning Changes resistances penetration: +5% temporal Changes damage: +15% acid / +13% physical / +7% darkness Maximum hate: +8.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
| On hands | Steam Powered Gauntlets (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Michak the Lightrune [power 162] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +8 Dex / +3 Mag / +5 Wil / +3 Cun / +4 Con Changes resistances: +9% blight Changes resistances penetration: +28% light Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Reduces incoming crit damage: 17.00% See invisible: +6 It can be used to heal a target within range 9 (based on Willpower) for 162, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bregygund the BlazequeenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +9% mind / +18% fire Changes resistances penetration: +20% mind / +25% fire Changes damage: +9% fire Stun/Freeze immunity: +35% Life regen: +3.20 Rings can have magical properties. |
| On fingers | Xura the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +6 Str / +8 Wil / +8 Cun Changes resistances: +16% mind Changes damage: +16% mind Disarm immunity: +72% Pinning immunity: +70% Knockback immunity: +41% Maximum life: +36.00 Mindpower: +11 (+2 eff.) Rings can have magical properties. |
| Around neck | Haloharafang the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes damage: +9% physical Grants telepathy: All Cut immunity: +10% Stun/Freeze immunity: +35% Knockback immunity: +20% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Stormsear (114% power, 78 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 psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 61 damage and reducing their armor Damage (Melee): +16 darkness Burst (radius 2) on crit: +4 lightning When wielded/worn: Damage when hit (Melee): 32 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +8 Wil / +19 Cun / +4 Con Changes resistances: +26% lightning / +6% fire Changes resistances penetration: +16% lightning / +15% fire Changes damage: +16% mind / +17% lightning Critical mult.: +23.00% Psi when firing a critical mind attack: +0.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +9% 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 | ravager's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +9 Lck Changes resistances penetration: +11% physical Changes damage: +14% physical Trap disarming bonus: +14 Stealth bonus: +10 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Oakbrace the pulsing mindstar (104% power, 62 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 86% Wil, 48% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 58 damage and reducing their armor Burst (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +13 Cun / +4 Wil Changes resistances: +5% arcane / +12% nature Critical mult.: +41.00% Spell save: +9 (+2 eff.) Maximum mana: +80.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% 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 | cashmere cloak 'Fogpanic' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 mind / 12 darkness Changes stats: +5 Cun / +10 Wil Changes resistances: +25% nature / +25% cold Changes resistances penetration: +10% acid Changes damage: +6% acid Mental save: +34 (+9 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuthigas the stralite plate armour (8 def, 24 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Defense: +8 (+4 eff.) Fatigue: +26% Changes stats: +5 Mag Changes resistances: +26% fire Changes damage: +18% mind Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +30.00% Reduces incoming crit damage: 35.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 182% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 182% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 199% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 259% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 259% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 106% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (+21 for 10 turns, die at -956)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -956 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (817% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 817% 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (640% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 13; power 46; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Beleblek the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +5% physical / +9% mind / +3% fire Poison immunity: +10% Disease immunity: +5% Cut immunity: +5% Stamina each turn: +0.30 Healing mod.: +10% Amulets can have magical properties. |
Porywyn the gold amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +5 Dex / +6 Wil / +6 Cun / +5 Con Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Mental save: +16 (+4 eff.) Confusion immunity: +30% Life regen: +0.80 Stamina each turn: +0.90 Mindpower: +16 (+3 eff.) See invisible: +3 Movement speed: +10% Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 12 turns, there's a 26% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Cut immunity: +50% Confusion immunity: +21% Healing mod.: +12% 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 458 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet 'Kindlebreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +28% fire / +14% cold Changes resistances penetration: +10% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Light radius: +2 Infravision radius: +3 See invisible: +9 Amulets can have magical properties. |
gold amulet 'Armuregobers'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% fire / +9% darkness / +16% cold Changes resistances penetration: +20% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Physical save: +30 (+10 eff.) Stun/Freeze immunity: +30% Amulets can have magical properties. |
insulating gold amulet of mastery (0.17 Psionic / Psychic Assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% fire / +10% cold Talent mastery: +0.17 Psionic / Psychic Assault Amulets can have magical properties. |
steel amulet 'Mayiyamira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Armour: +12 Changes stats: +2 Dex Changes resistances: +5% physical Talent masteries: +0.21 Wild-gift / Fungus +0.21 Psionic / Dream Smith Amulets can have magical properties. |
warrior's gold amulet of mastery (0.28 Wild-gift / Mindstar mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Talent mastery: +0.28 Wild-gift / Mindstar mastery Stamina each turn: +0.40 Amulets can have magical properties. |
Anorathad the CorpsewitherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +9% mind / +6% nature Changes resistances penetration: +20% mind Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
IviminaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Fatigue: -8% Changes stats: +2 Cun Changes resistances: +6% blight / +4% physical / +9% nature Reduces incoming crit damage: 10.00% Maximum encumbrance: +36 Disease immunity: +20% Teleport immunity: +20% Rings can have magical properties. |
KostirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Wil Changes resistances penetration: +20% mind Mental save: +8 (+2 eff.) Silence immunity: +25% Disarm immunity: +15% Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Lelikhad the JetwakerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +22% acid / +9% mind / +15% darkness Changes resistances penetration: +20% darkness / +10% mind Changes damage: +11% acid Rings can have magical properties. |
steel ring 'Stormstinger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to disease Changes stats: +6 Str / +5 Con Changes resistances: +6% blight Changes resistances penetration: +25% lightning Changes damage: +6% lightning Rings can have magical properties. |
Velylaith the pulsing mindstar (115% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 115% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.5% Attack speed: 100% When wielded/worn: Armour: +2 Damage when hit (Melee): 8 physical Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +5 Cun / +0 Con Changes resistances: +6% nature / +1% physical Changes resistances penetration: +6% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +9.00% Equilibrium when hit: +0.50 Mindpower: +14 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
BethyriaraCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex / +3 Wil / +6 Cun Changes resistances: +5% arcane / +3% lightning Reduced damage from: +26% Summoned Critical mult.: +10.00% Mental crit. chance: +12% Infravision radius: +3 A belt that goes around your waist. |
Bavor the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Wil / +3 Con Changes resistances: +0% nature / +0% cold Changes resistances penetration: +25% mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Maximum life: +41.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Scaldshaper' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +12% mind / +6% fire Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +2 (+1 eff.) Changes resistances: +0% nature / +0% cold Critical mult.: +16.00% Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Xanylewen (9 def, 16 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +16 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -3% Maximum encumbrance: +28 Physical save: +8 (+3 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrywyn the Cracklestinger (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +2 Changes stats: +6 Str / +4 Dex / +5 Mag / +6 Wil Changes resistances penetration: +5% lightning Grants telepathy: All Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanina (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Changes stats: +5 Str Changes damage: +6% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerayama the iron helm (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 Con Changes resistances: +6% acid / +12% cold Reduces incoming crit damage: 15.00% Spell save: +30 (+8 eff.) Mental save: +20 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anudulin the rough leather cap (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +8 Fatigue: +1% Changes resistances penetration: +20% physical Infravision radius: +2 A cap made of leather. |
Eliba 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: +3 Cun / +2 Wil Changes resistances: +5% arcane / +6% lightning Blindness immunity: +5% Poison immunity: +10% Silence immunity: +5% Only die when reaching: -80.00 life Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polema the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Dex / +4 Wil / +5 Cun / +2 Con Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Psi each turn: +0.28 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Infravision radius: +3 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
Samagothad (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +1 Mag Grants telepathy: All Stamina when hit: +1.90 Equilibrium when hit: +2.10 Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
hardened leather cap 'Anandur' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +5% all Changes resistances penetration: +5% blight Changes damage: +6% blight Critical mult.: +20.00% Physical save: +10 (+4 eff.) Mana each turn: +0.12 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% A cap made of leather. |
linen wizard hat 'Mucuswhisper' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +4 Str Changes resistances: +3% nature Changes damage: +15% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +20.00 Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
1377 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Burnrazor (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Fatigue: -7% Changes stats: +4 Str Changes resistances: +6% fire Changes resistances penetration: +10% fire Cut immunity: +15% Silence immunity: +20% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelotira (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Changes stats: +2 Str / +2 Wil Changes resistances: +6% mind / +7% physical Critical mult.: +10.00% Mental save: +15 (+4 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +50 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 384.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing pain suppressor salve [power 554] amazing pain suppressor salve [power 554]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 200% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -554 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
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. |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By RassaR the Thalore Solipsist level 35
44th Regrowth 123rd year of Ascendancy at 17:03 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By RassaR the Thalore Solipsist level 22
63rd Dusk 122nd year of Ascendancy at 10:06 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By RassaR the Thalore Solipsist level 40
77th Regrowth 123rd year of Ascendancy at 07:56 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By RassaR the Thalore Solipsist level 29
76th Haze 122nd year of Ascendancy at 15:52 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By RassaR the Thalore Solipsist level 36
56th Regrowth 123rd year of Ascendancy at 01:41 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By RassaR the Thalore Solipsist level 8
1st Summertide 122nd year of Ascendancy at 07:28 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By RassaR the Thalore Solipsist level 39
74th Regrowth 123rd year of Ascendancy at 12:14 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By RassaR the Thalore Solipsist level 33
40th Regrowth 123rd year of Ascendancy at 05:23 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By RassaR the Thalore Solipsist level 24
8th Haze 122nd year of Ascendancy at 04:00 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By RassaR the Thalore Solipsist level 29
77th Haze 122nd year of Ascendancy at 00:14 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RassaR the Thalore Solipsist level 30
7th Decay 122nd year of Ascendancy at 00:05 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By RassaR the Thalore Solipsist level 10
6th Flare 122nd year of Ascendancy at 17:36 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By RassaR the Thalore Solipsist level 20
46th Dusk 122nd year of Ascendancy at 17:19 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By RassaR the Thalore Solipsist level 30
6th Decay 122nd year of Ascendancy at 15:30 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By RassaR the Thalore Solipsist level 40
74th Regrowth 123rd year of Ascendancy at 17:09 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By RassaR the Thalore Solipsist level 22
67th Dusk 122nd year of Ascendancy at 22:02 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By RassaR the Thalore Solipsist level 25
16th Haze 122nd year of Ascendancy at 02:07 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By RassaR the Thalore Solipsist level 10
6th Flare 122nd year of Ascendancy at 21:35 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By RassaR the Thalore Solipsist level 39
74th Regrowth 123rd year of Ascendancy at 14:07 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By RassaR the Thalore Solipsist level 16
23rd Dusk 122nd year of Ascendancy at 10:08 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By RassaR the Thalore Solipsist level 31
7th Regrowth 123rd year of Ascendancy at 21:04 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By RassaR the Thalore Solipsist level 41
79th Regrowth 123rd year of Ascendancy at 23:56 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By RassaR the Thalore Solipsist level 10
10th Flare 122nd year of Ascendancy at 03:05 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By RassaR the Thalore Solipsist level 24
8th Haze 122nd year of Ascendancy at 03:55 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By RassaR the Thalore Solipsist level 27
44th Haze 122nd year of Ascendancy at 17:32 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By RassaR the Thalore Solipsist level 18
33rd Dusk 122nd year of Ascendancy at 22:09 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By RassaR the Thalore Solipsist level 35
42nd Regrowth 123rd year of Ascendancy at 05:47 see stats
Log
RassaR uses a pain suppressor salve.
Talent Wrath of the Woods is ready to use.
RassaR is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
RassaR uses a pain suppressor salve.
RassaR is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
RassaR uses a pain suppressor salve.
Rested for 25 turns (stop reason: all resources and life at maximum).
There is a A way into the caverns of Ardhungol 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...
RassaR is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Saving done.
Today is the 3rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
Today is the 4th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:36.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
RassaR deactivates Lucid Dreamer.
RassaR deactivates Psiblades.
RassaR deactivates Antimagic Shield.
RassaR deactivates Forge Shield.


































































































































