











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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Solipsist |
| Level / Exp | 46 / 50% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 17 on the 50th Dusk 122nd year of Ascendancy at 11:16 3 / 4Killed by orc corruptor at level 17 on the 50th Dusk 122nd year of Ascendancy at 13:10 Killed by Isloth the skeleton archer at level 35 on the 57th Regrowth 123rd year of Ascendancy at 17:03 Killed by Silawyn the fiery orc wyrmic at level 46 on the 74th Pyre 123rd year of Ascendancy at 16:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 88 (base 60) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 103 (base 60) |
| Cunning | 97.600000000002 (base 60) |
Resources
| Life | 514/514 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 649/649 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 12.937834224599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 44.447246277331 |
| See Invisible | 44.447246277331 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 53 |
| Crit Chance | 51% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 80 |
| Accuracy | 53 |
| Crit Chance | 51% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Light | +16% |
| Nature | +18% |
| Darkness | +16% |
| Lightning | +30% |
| Mind | +27% |
| All | +10% |
Offense: Damage Penetration
| Mind | +19% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 75.36174050493 (81.694915254237%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 27 |
| Physical Save | 45.675 |
| Spell Save | 43.476 |
| Mental Save | 64 |
Defense: Resistances
| Acid | -1%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 60%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 13%( 70%) |
| Lightning | + 54%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 33%( 70%) |
| Mind | + 67%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 90% |
| Poison Resistance | 98% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 625 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Solipsism | 1.67 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.37 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.50 |
| 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 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
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 failed to protect the lost anorithil from death by Emerewen the barrow wight. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Cyrurakira the skeleton magus. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You abandoned lost anorithil to death. Escort: weary adventurer (level 4 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 22. | 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. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Issaromibers the pair of dwarven-steel boots (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +13 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +2% physical Mental save: +21 (+5 eff.) Maximum psi: +40.00 Mental crit. chance: +6% 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 | Bethithra (23/23, 153% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +30.5% Capacity: 23 On weapon crit: * cripple the target Damage (Ranged): +4 mind / +11 temporal / +16 arcane / +17 nature Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +5 (+1 eff.) 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 | Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +14 Cun / +4 Wil Changes damage: +10% mind Mental save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.9 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 214.59 mind damage and cripples the target's higher mental functions, reducing cunning by 19 and confusing (36% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| 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 Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | stralite torque of psychoportation 'Chalisaneg' [power 49] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +4 Dex Changes resistances: +5% physical Critical mult.: +21.00% Stamina each turn: +1.00 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | voratun ring 'Stormminister'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +46% lightning / +3% temporal / +15% blight / +3% cold / +5% arcane / +21% nature Changes damage: +20% lightning Spell save: +7 (+2 eff.) Poison immunity: +28% Disease immunity: +29% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +47.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
| Around neck | Phoenixtrencher the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +3 Changes stats: +11 Str / +11 Dex / +11 Wil Changes resistances: +6% darkness / +21% fire / +9% nature / +30% mind Changes damage: +6% light Talent masteries: +0.37 Psionic / Solipsism +0.37 Wild-gift / Fungus Physical save: +7 (+1 eff.) Confusion immunity: +50% Amulets can have magical properties. |
| In main hand | wyrm's living mindstar of resolve (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. 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% Burst (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Damage when hit (Melee): 6 lightning / 5 physical / 4 fire / 6 acid / 5 cold Changes stats: +7 Wil Changes resistances: +5% lightning / +6% physical / +7% cold / +3% fire / +6% acid Physical save: +6 (+1 eff.) Blindness immunity: +50% Stun/Freeze immunity: +50% Mindpower: +10 (+3 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. |
| Around waist | Armadin Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% Maximum encumbrance: +0 Maximum hate: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A belt that goes around your waist. |
| In off hand | Lisylaith (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 harmonious mindstar will complement other natural mindstars. This mindstar will resonate with 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% Damage (Melee): +12 mind Burst (radius 1) on hit: +90 20% chance of physical repulsion Burst (radius 2) on crit: +4 acid When wielded/worn: Armour: +0 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +7 Cun / +0 Con Changes resistances: +9% nature / +9% mind Changes resistances penetration: +8% nature / +9% mind Changes damage: +12% acid / +8% nature / +7% mind Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +30.00% Blindness immunity: +50% Stun/Freeze immunity: +50% Equilibrium when hit: +2.50 Psi when hit: +1.50 Maximum hate: +0.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +21% Life regen bonus (wilder-summons): +0.00 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 | Duskrebel (3 def, 8 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Damage when hit (Melee): 16 mind / 8 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +25% nature / +41% cold Changes resistances penetration: +10% mind Changes damage: +6% darkness Physical save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (11 def, 21 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Defense: +11 (+6 eff.) Fatigue: +24% Damage when hit (Melee): 0 physical Changes stats: +6 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +16 (+4 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Knockback immunity: +30% Life regen: +12.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
medical injector implant (efficiency 122% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 53%. 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 191% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 77%. 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 wizard (efficiency 102% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (+19 for 12 turns, die at -925)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: 28 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 19 for 12 turns. While Heroism is active, you will only die when reaching -925 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. |
heroism infusion of the psychic (+20 for 11 turns, die at -974)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: 28 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 20 for 11 turns. While Heroism is active, you will only die when reaching -974 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
CracklespawnInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes stats: +4 Str / +4 Wil Changes resistances: +12% blight / +11% nature / +3% lightning Changes damage: +3% mind Poison immunity: +26% Disease immunity: +25% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.00(-) Technique / Battle tactics Reduces opponents crit chance: 0% Activating this item is instant. It can be used to activate talent Juggernaut (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
IvarinneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Wil Talent mastery: +0.22 Wild-gift / Antimagic Mental save: +15 (+3 eff.) Confusion immunity: +30% Stun/Freeze immunity: +20% Knockback immunity: +10% Amulets can have magical properties. |
IvaweInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 22 mind Changes resistances: +22% blight / +17% nature / +9% mind Changes resistances penetration: +10% mind Changes damage: +33% mind Poison immunity: +38% Disease immunity: +32% Amulets can have magical properties. |
SunstakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes stats: +6 Dex / +7 Cun / +6 Con Changes resistances penetration: +10% light / +25% fire Life regen: +0.90 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
insulating gold amulet of mastery (0.14 Psionic / Solipsism)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% fire / +15% cold Talent mastery: +0.14 Psionic / Solipsism Amulets can have magical properties. |
AruyalaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Changes damage: +6% all Critical mult.: +10.00% Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum vim: +50.00 Spellpower: +13 (+6 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Rings can have magical properties. |
Blazetouch the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 22 fire Changes stats: +7 Con Changes resistances: +9% lightning / +9% light / +21% darkness Reduces incoming crit damage: 16.00% Physical save: +14 (+4 eff.) Cut immunity: +15% Rings can have magical properties. |
Blindfury the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning / +3% nature / +5% arcane Changes resistances penetration: +5% light Changes damage: +12% lightning Stun/Freeze immunity: +26% Life regen: +2.10 Mindpower: +8 (+2 eff.) Light radius: +1 Rings can have magical properties. |
Growthspawner the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil Changes resistances: +15% nature Changes damage: +12% nature Stun/Freeze immunity: +50% Life regen: +4.50 Light radius: +3 See invisible: +9 Rings can have magical properties. |
IvalrannInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% physical Changes damage: +12% physical Grants telepathy: Demon/Minor Demon/Major Maximum hate: +6.00 Maximum psi: +20.00 Rings can have magical properties. |
LelalenInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Dex / +5 Wil / +5 Cun Changes resistances: +30% cold Changes damage: +27% mind / +15% cold Mindpower: +7 (+2 eff.) Rings can have magical properties. |
SparkpallInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind / 8 lightning Changes stats: +7 Wil Changes resistances: +12% mind / +12% lightning Changes resistances penetration: +25% mind Changes damage: +15% mind Mental save: +14 (+3 eff.) Rings can have magical properties. |
copper ring 'Tarrobar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% acid Maximum encumbrance: +21 Poison immunity: +10% Pinning immunity: +20% Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
steel ring 'Betira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind / 12 temporal Changes stats: +2 Mag Changes resistances: +12% mind Changes resistances penetration: +25% mind Disarm immunity: +27% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +32.00 Maximum mana: +40.00 Spell crit. chance: +6% Rings can have magical properties. |
voratun ring 'Kindlewinter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +14 Damage when hit (Melee): 16 physical Changes resistances: +40% acid Changes damage: +20% acid / +12% light Stamina each turn: +0.80 Only die when reaching: -60.00 life Light radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe 'Glimmerworm' (154% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 49% chance to blind Damage (Melee): +19 temporal / +24 nature When wielded/worn: Damage when hit (Melee): 24 light Changes resistances: +9% acid / +9% temporal / +6% arcane Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental voratun dagger of evisceration (145% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 11 bleeding, 45% reduced healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +14% acid / +12% fire / +14% lightning / +12% cold Sharp, short and deadly. |
Bregagen the thorny mindstar (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +8% lightning Changes damage: +7% lightning Critical mult.: +6.00% Stamina each turn: +0.40 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +0.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +6% 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. |
Dourbraid (113% 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 natural frost should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 113% 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% On weapon hit: * 10 arcane resource burn Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +3 Cun / +4 Wil Changes resistances: +15% nature / +9% physical / +9% mind / +20% cold Changes resistances penetration: +10% physical / +15% darkness / +20% cold Changes damage: +10% physical / +20% cold Spell save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +49.00 Mindpower: +10 (+3 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. |
This item will automatically be transmogrified when you leave the level.Wretchwire the elven-wood starstaff (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 49% * 49% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal When wielded/worn: Armour: +8 Defense: +7 (+4 eff.) Effects on melee hit: * 36% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature Changes resistances: +12% temporal Maximum wards: +2 darkness Changes resistances penetration: +15% temporal Changes damage: +25% darkness Talents granted: +3 Ward +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
This item will automatically be transmogrified when you leave the level.gunslinger's stralite steamgun of recursion Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 39% temporal Attacks use: 2.0 Steam When wielded/worn: Changes damage: +16% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.murderer's cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Dex / +3 Cun / +3 Con 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.miner's pair of hardened leather boots of void walking (0 def, 10 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +21% darkness / +20% temporal Changes resistances penetration: +15% darkness / +15% temporal Infravision radius: +3 Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+4 eff.) Disarm immunity: +0% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 190.30 arcane damage and stunned), costing 80 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
This item will automatically be transmogrified when you leave the level.thaloren hardened leather cap of dexterity (+7) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +7 Wil Changes resistances: +8% blight Mental save: +10 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.werebeast's hardened leather hat of fortune (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +2 Cun / +4 Con / +13 Lck Changes resistances: -26% light Life regen: +3.90 Spell crit. chance: +5% Mental crit. chance: +6% A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of delving (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+8 eff.) Fatigue: +8% Changes stats: +17 Str / +8 Dex Changes resistances: +20% darkness / +15% physical Physical save: +20 (+5 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.living stralite shield of crushing (10 def, 2 armour, 143.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 13 nature Changes resistances: +17% nature / +18% blight Talent granted: +4 Block Maximum life: +94.00 Handheld deflection devices. |
825 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) 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 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Gloomransom the voratun pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Changes stats: +14 Str / +2 Dex / +2 Mag / +6 Cun / +4 Con Changes damage: +6% arcane / +15% darkness Spell save: +6 (+2 eff.) Mana each turn: +0.04 Spell crit. chance: +1% Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
3 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 80 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.9 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 15% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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. |
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. |
3 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 (2/2)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 162 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 283.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing pain suppressor salve [power 458] amazing pain suppressor salve [power 458]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 169% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -458 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
potent healing salve [power 305] potent healing salve [power 305]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 169% efficiency and 52% cooldown modifier. It can be used to heal 305, putting Talent Medical Injector on cooldown for 12 turns. Medical salve. |
powerful fiery salve [power 28] powerful fiery salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 169% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (28% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
powerful frost salve [power 28] powerful frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 169% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 20 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. |
This item will automatically be transmogrified when you leave the level.self-loading pouch of dwarven-steel shots of crippling (24/24, 142% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 143% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +15.0% Capacity: 24 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
potent second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
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 focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level.Kofast the Venomtaint [power 59] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 16 light / 24 nature Changes resistances: +21% light Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +15% acid Changes damage: +12% nature / +12% light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold 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 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 (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By ZyZ the Halfling Solipsist level 40
52nd Pyre 123rd year of Ascendancy at 18:41 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By ZyZ the Halfling Solipsist level 40
51st Pyre 123rd year of Ascendancy at 05:10 see stats
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By ZyZ the Halfling Solipsist level 17
50th Dusk 122nd year of Ascendancy at 14:19 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By ZyZ the Halfling Solipsist level 46
71st Pyre 123rd year of Ascendancy at 09:13 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By ZyZ the Halfling Solipsist level 43
68th Pyre 123rd year of Ascendancy at 14:31 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By ZyZ the Halfling Solipsist level 41
61st Pyre 123rd year of Ascendancy at 15:06 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By ZyZ the Halfling Solipsist level 38
24th Pyre 123rd year of Ascendancy at 03:34 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By ZyZ the Halfling Solipsist level 42
65th Pyre 123rd year of Ascendancy at 00:33 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By ZyZ the Halfling Solipsist level 38
35th Pyre 123rd year of Ascendancy at 10:23 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By ZyZ the Halfling Solipsist level 34
57th Regrowth 123rd year of Ascendancy at 06:26 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By ZyZ the Halfling Solipsist level 25
44th Haze 122nd year of Ascendancy at 20:55 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ZyZ the Halfling Solipsist level 32
48th Regrowth 123rd year of Ascendancy at 11:43 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ZyZ the Halfling Solipsist level 31
22nd Regrowth 123rd year of Ascendancy at 10:23 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By ZyZ the Halfling Solipsist level 10
7th Dusk 122nd year of Ascendancy at 08:11 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By ZyZ the Halfling Solipsist level 20
70th Dusk 122nd year of Ascendancy at 15:33 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By ZyZ the Halfling Solipsist level 30
14th Regrowth 123rd year of Ascendancy at 07:07 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By ZyZ the Halfling Solipsist level 40
50th Pyre 123rd year of Ascendancy at 13:43 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By ZyZ the Halfling Solipsist level 29
9th Allure 123rd year of Ascendancy at 18:34 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By ZyZ the Halfling Solipsist level 27
76th Haze 122nd year of Ascendancy at 21:20 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By ZyZ the Halfling Solipsist level 15
38th Dusk 122nd year of Ascendancy at 20:22 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By ZyZ the Halfling Solipsist level 42
65th Pyre 123rd year of Ascendancy at 11:56 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ZyZ the Halfling Solipsist level 31
33rd Regrowth 123rd year of Ascendancy at 19:14 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By ZyZ the Halfling Solipsist level 8
4th Dusk 122nd year of Ascendancy at 01:41 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By ZyZ the Halfling Solipsist level 28
77th Haze 122nd year of Ascendancy at 13:55 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By ZyZ the Halfling Solipsist level 18
69th Dusk 122nd year of Ascendancy at 18:53 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ZyZ the Halfling Solipsist level 39
50th Pyre 123rd year of Ascendancy at 13:43 see stats
Log
ZyZ uses Distortion Bolt.
Thorn Grab from ZyZ hits Silawyn the fiery orc wyrmic for 27 nature damage.
ZyZ's Distortion Bolt hits Silawyn the fiery orc wyrmic for 327 physical damage.
Bleeding from ZyZ hits Silawyn the fiery orc wyrmic for (110 blocked), 0 physical (0 total damage).
ZyZ's maelstrom hits Silawyn the fiery orc wyrmic for 94 physical damage.
Silawyn the fiery orc wyrmic uses Ice Claw.
Silawyn the fiery orc wyrmic performs a melee critical strike against ZyZ!
Your resonance field crumbles under the damage!
The psychic field around ZyZ crumbles.
ZyZ tries to evade attacks.
Silawyn the fiery orc wyrmic roars triumphantly.
ZyZ is invigorated by the attack!
ZyZ converts some damage to Psi!
Silawyn the fiery orc wyrmic hits ZyZ for (99 antimagic), (560 resonance), 316 to psi, 1351 cold (1667 total damage).
ZyZ hits Silawyn the fiery orc wyrmic for 0 arcane, 6 lightning, 1 fire, 5 acid, 3 physical, 4 darkness, 3 cold, 27 mind (50 total damage).
ZyZ the level 46 halfling solipsist was iced to death by Silawyn the fiery orc wyrmic on level 1 of Vor Armoury.
You have 3 life(s) left.
ZyZ stops regenerating health quickly.
ZyZ deactivates Wild Growth.
ZyZ deactivates Lucid Dreamer.
ZyZ is no longer attuned.
ZyZ is no longer resonating.
ZyZ is firmly planted in reality.
ZyZ deactivates Antimagic Shield.
ZyZ cover of leaves falls apart.
ZyZ deactivates Psiblades.
ZyZ is no longer evading attacks.
ZyZ deactivates Night Terror.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.

















































































































































