Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 71 / 42% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 285 (base 81) |
Dexterity | 342 (base 81) |
Constitution | 301 (base 41) |
Magic | 131 (base 12) |
Willpower | 240 (base 81) |
Cunning | 254 (base 81) |
Resources
Life | 1281/1657 |
Equilibrium | 75 |
Stamina | 596/832 |
Psi | 887/1126 |
Healing Factor | 2.4167515923566 |
Regeneration | 32.263633757961 |
Speed
Mental | +56.710932173924% |
Attack | +12.65152623333% |
Movement | 0% |
Spell | 0% |
Global | +165.43860742049% |
Vision
Sight | 12 |
Lite | 15 |
Infravision | 17.485805843746 |
See Stealth | 63.484783788771 |
See Invisible | 78.484783788771 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 586 |
Accuracy | 131 |
Crit Chance | 109% |
APR | 68 |
Speed | 0.51 |
Offense: Spell
Spellpower | 20.666666666667 |
Crit Chance | 75% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 88% |
Speed | 0.8876932549753 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +20% |
Defense: Base
Armour (hardiness) | 39 (38.536585365854%) |
Defense | 80 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 98.22 |
Spell Save | 86.37 |
Mental Save | 84 |
Defense: Resistances
All | + 20%( 77%) |
Defense: Immunities
Stun Resistance | 92% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 83% |
Bleed Resistance | 77% |
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 333 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 876 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Technique / Munitions | 1.30 |
| 7/5 |
| 4/5 |
| 4/5 |
| 7/5 |
Technique / Archery training | 1.30 |
| 7/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 7/5 |
| 4/5 |
| 4/5 |
| 7/5 |
Psionic / Solipsism | 1.10 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Technique / Combat veteran | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 7/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 7/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 6/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Blacksmith | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Wild Growth |
talent | Mitosis |
talent | Antimagic Shield |
talent | Augmentation |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Beyond the Flesh |
beneficial effect | Increases attack speed by 34%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | You gain 148% resistance against light. Resolve |
beneficial effect | All stats increased by 117. Pain Enhancement System |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+22% 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. They asked about the staff. | 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 |
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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
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 Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emasessra the orc master assassin. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 unlocked the hall of reflections. * 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: 403. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed faerlhing fang. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of squid ink. * You've found the needed xorn fragment. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Bogvortex the dragonbone longbow Bogvortex the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * silences the target Damage (Ranged): +53 fire / +38 nature When wielded/worn: Physical power: +21 (+3 eff.) Defense: +2 (+0 eff.) Changes stats: +11 Str Changes resistances: +9% fire / +6% temporal / +3% darkness / +9% nature Changes resistances penetration: +23% nature / +23% fire Spell save: +12 (+2 eff.) Disease immunity: +5% Confusion immunity: +15% Global speed: +9% Longbows are used to shoot arrows at your foes. |
Quiver | quiver of dragonbone arrows 'Greenradiance' (21/21, 197% power, 18 apr) quiver of dragonbone arrows 'Greenradiance' (21/21, 197% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 197% Range: 1.4x Uses stats: 55% Wil, 77% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * Slows global speed by 40% On weapon crit: * wounds the target for 7 turns: 32 bleeding, 84% reduced healing Damage (Ranged): +50 lightning / +23 bleed / +4 mind Burst (radius 1) on hit: +8 nature / +4 mind Burst (radius 2) on crit: +23 lightning / +12 nature Arrows are used with bows to pierce your foes to death. |
Light source | Firetreason FiretreasonInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +10 Wil / +3 Con Changes resistances: +13% blight Changes damage: +9% blight / +3% fire / +8% mind Critical mult.: +15.00% Life regen: +2.50 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Shimmerbrawn the voratun helm (0 def, 5 armour) Shimmerbrawn the voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +8 Dex / +8 Wil Changes resistances: +11% blight / +3% cold / +10% nature / +6% lightning Physical save: +9 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+1 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Maximum life: +82.00 Light radius: +7 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Polywen (0 def, 13 armour) Polywen (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +13 Fatigue: +4% Changes stats: +10 Str / +8 Dex / +4 Cun / +10 Con Changes resistances: +3% cold Changes resistances penetration: +13% physical Changes damage: +9% physical Spell save: +16 (+2 eff.) Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 180% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Liserin the dwarven-steel pickaxe (dig speed 16 turns) Liserin the dwarven-steel pickaxe (dig speed 16 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +4 Str / +2 Con Changes resistances: +7% fire / +7% darkness / +12% nature Changes damage: +7% nature Physical save: +6 (+1 eff.) Spell save: +9 (+2 eff.) Only die when reaching: -60.00 life Light radius: +1 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Flashripper the voratun ring Flashripper the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +9 Con Changes resistances: +55% nature / +15% blight Changes damage: +20% nature Physical save: +30 (+4 eff.) Spell save: +26 (+4 eff.) Poison immunity: +46% Disease immunity: +29% Disarm immunity: +10% Teleport immunity: +10% Rings can have magical properties. |
On fingers | Nightenvy the voratun ring Nightenvy the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +15 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +10 Str / +10 Dex / +10 Cun / +16 Con Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Changes damage: +3% light / +9% darkness Spell save: +20 (+3 eff.) Maximum stamina: +39.00 Light radius: +4 Rings can have magical properties. |
Around neck | Xerorawen the voratun amulet Xerorawen the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +8 Defense: +16 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Dex / +1 Wil / +2 Con Changes resistances: +6% mind / +3% fire Changes resistances cap: +7% all Changes damage: +10% physical Critical mult.: +9.00% Physical save: +25 (+3 eff.) Blindness immunity: +38% Pinning immunity: +5% Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
In main hand | Isirerin the Murkpain Isirerin the Murkpain Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * applies a stacking poison dealing 46 damage per turn When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +24.0% Changes stats: +4 Str / +12 Dex / +5 Con Changes resistances penetration: +15% darkness / +35% physical Changes damage: +6% physical Talent mastery: +0.30 Wild-gift / Fungus Life regen: +0.60 Maximum life: +10.00 Maximum stamina: +10.00 It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
On hands | voratun gauntlets 'Iverissra' (0 def, 3 armour) voratun gauntlets 'Iverissra' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +12 Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +6 Cun / +6 Dex Changes resistances: +3% acid / +9% light / +18% darkness / +3% nature / +13% blight / +6% cold / +18% arcane / +6% lightning Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Iron Grip Physical save: +9 (+1 eff.) Spell save: +19 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +144% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 71% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | drakeskin leather belt 'Gita' drakeskin leather belt 'Gita' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +13 Str / +2 Dex / +10 Con Changes resistances: +10% acid / +25% fire / +10% lightning / +24% cold Changes resistances penetration: +10% physical Changes damage: +12% physical Physical save: +21 (+2 eff.) Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
Cloak | Balytoldir (8 def, 0 armour) Balytoldir (8 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +30% lightning / +15% fire / +15% light Critical mult.: +10.00% Stealth bonus: +6 Mental save: +7 (+1 eff.) Blindness immunity: +5% Stun/Freeze immunity: +50% Only die when reaching: -20.00 life Spell crit. chance: +1% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +2 Str / +2 Dex / +2 Mag / +12 Wil / +12 Cun / +2 Con Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant of the warrior (efficiency 294% / cooldown 73%) medical injector implant of the warrior (efficiency 294% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 294% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 26) steam generator implant of the psychic (steam 26)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.6 steam per turn. Can be activated for an instant burst of 128 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 18) steam generator implant of the psychic (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 40%; cure magical, physical, mental) Primal Infusion (affinity 40%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 40% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (+38 for 10 turns, die at -1590) heroism infusion of the psychic (+38 for 10 turns, die at -1590)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: 24 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 38 for 10 turns. While Heroism is active, you will only die when reaching -1590 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 sneak (+42 for 10 turns, die at -1313) heroism infusion of the sneak (+42 for 10 turns, die at -1313)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 42 for 10 turns. While Heroism is active, you will only die when reaching -1313 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. 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 sneak (+42 for 12 turns, die at -1328) heroism infusion of the sneak (+42 for 12 turns, die at -1328)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: 27 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 42 for 12 turns. While Heroism is active, you will only die when reaching -1328 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. 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. |
regeneration infusion of the warrior (heal 1063 over 5 turns) regeneration infusion of the warrior (heal 1063 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1063 life over 5 turns. Its effects scale with your Strength 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. |
regeneration infusion of the warrior (heal 1075 over 5 turns) regeneration infusion of the warrior (heal 1075 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1075 life over 5 turns. Its effects scale with your Strength 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (1110.00 temporal damage, removed from time 4 turns) Rune of the Rift (1110.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1110.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Kilnguile the gold amulet Kilnguile the gold amuletInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +11 Lck Changes resistances: +18% blight / +6% fire / +13% nature / +12% acid Spell save: +20 (+3 eff.) Blindness immunity: +10% Poison immunity: +23% Disease immunity: +27% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Plagueoozer PlagueoozerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 nature Changes stats: +1 Wil / +4 Con Changes resistances: +6% temporal Reduces incoming crit damage: 5.00% Physical save: +30 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +14 (+2 eff.) Life regen: +5.50 Maximum life: +62.00 Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
steel ring 'Ce'Nyriath' steel ring 'Ce'Nyriath'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 4 temporal Changes resistances: +28% fire Changes resistances penetration: +10% temporal Changes damage: +12% temporal / +3% mind / +14% fire Critical mult.: +10.00% Mental save: +30 (+6 eff.) Life regen: +2.20 Maximum life: +127.00 Healing mod.: +34% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
steel ring 'Dimswift' steel ring 'Dimswift'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +2 Cun Changes resistances: +22% fire Changes damage: +11% fire Stun/Freeze immunity: +22% Life regen: +1.10 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
voratun ring 'Yvitha' voratun ring 'Yvitha'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +18 (+3 eff.) Changes stats: +2 Str / +15 Dex / +11 Cun Changes damage: +8% all Grants telepathy: Dragon Stun/Freeze immunity: +50% Life regen: +3.70 Spellpower: +20 (+2 eff.) Mindpower: +18 (+4 eff.) See invisible: +6 Rings can have magical properties. |
Aroyalle the Blindire Aroyalle the BlindireRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to blind On weapon crit: * silences the target Damage (Ranged): +38 nature When wielded/worn: Effects on ranged hit: * 36 arcane resource burn Changes stats: +12 Dex / +11 Wil / +9 Cun Changes resistances: +12% mind Changes resistances penetration: +18% nature / +38% physical Changes damage: +9% light Talent mastery: +0.30 Wild-gift / Antimagic Mental save: +9 (+1 eff.) Mindpower: +21 (+4 eff.) Light radius: +3 Longbows are used to shoot arrows at your foes. |
Salemira the Pyreclash Salemira the Pyreclash Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * chills your foe dealing 36 damage and slowing them by one tenth of a turn Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +17.0% Physical power: +18 (+3 eff.) Effects on ranged hit: * 30 arcane resource burn Changes stats: +8 Str / +2 Dex / +7 Wil / +8 Cun Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +6% fire Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +20 (+4 eff.) Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Lavastalker' elven-wood longbow 'Lavastalker'Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +24 nature Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Effects on ranged hit: * 23 arcane resource burn Changes stats: +6 Cun / +8 Wil Changes resistances: +3% light / +5% arcane / +6% darkness Changes resistances penetration: +15% nature / +5% fire Changes damage: +3% fire Talent mastery: +0.30 Wild-gift / Antimagic Critical mult.: +0.00% Mindpower: +20 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Hettodig the drakeskin leather belt Hettodig the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +13 Wil / +6 Cun Changes resistances: +12% blight / +13% fire / +9% cold Changes resistances penetration: +10% blight Changes damage: +9% mind / +12% blight Physical save: +18 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +31 (+6 eff.) Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Maximum life: +94.00 A belt that goes around your waist. |
Crown of Burning Pain (6 def, 0 armour) Crown of Burning Pain (6 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +2 Cun / +2 Wil Changes resistances: +15% fire Changes damage: +15% fire It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 35.10 fire and 45.43 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +0 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Lisada the hardened leather armour (3 def, 6 armour) Lisada the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Str / +0 Dex / +2 Mag / +10 Wil / +11 Cun / +0 Con Reduces incoming crit damage: 15.00% Mental save: +28 (+5 eff.) Life regen: +5.40 Equilibrium when hit: +0.12 Maximum life: +45.00 Healing mod.: +13% A suit of armour made of leather. |
Arkul's Siege Arrows (14/14, 189% power, 100 apr) Arkul's Siege Arrows (14/14, 189% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 190% Range: 1.4x Uses stats: 77% Wil, 55% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Blazewrither (19/19, 137% power, 7 apr) Blazewrither (19/19, 137% power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 137% Range: 1.4x Uses stats: 55% Wil, 77% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Damage (Ranged): +35 lightning / +9 temporal / +9 nature / +8 fire Burst (radius 2) on crit: +23 lightning / +8 fire Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 184% power, 20 apr) The Titan's Quiver (18/18, 184% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 184% Range: 1.4x Uses stats: 77% Wil, 55% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
quiver of yew arrows 'Gloomhunger' (22/22, 171% power, 20 apr) quiver of yew arrows 'Gloomhunger' (22/22, 171% power, 20 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 172% Range: 1.4x Uses stats: 55% Wil, 77% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +20 Crit. chance: +13.0% Capacity: 22 Travel speed: +300% Damage (Ranged): +23 fire Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 fire When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5160 alchemist agate 5160 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. |
5 onyx 5 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. |
11 aquamarine 11 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +23.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
9 garnet 9 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 649.03 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/2) Rod of Recall (1/2)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 182 power out of 358/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
iron crystal edge iron crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove perfect poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
stralite torque of charged psionic shield 'Squalorquench' [power 117] (18 cooldown) stralite torque of charged psionic shield 'Squalorquench' [power 117] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Wil Maximum wards: +2 physical / +3 mind / +4 darkness Changes damage: +3% nature / +3% mind Talent granted: +1 Ward Maximum hate: +2.00 Mindpower: +2 (+1 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 117 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
14 amethyst 14 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. |
8 quartz 8 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Windo the Yeek Adventurer level 70
45th Haze 122nd year of Ascendancy at 21:31 see stats
By Windo the Yeek Adventurer level 69
43rd Haze 122nd year of Ascendancy at 20:13 see stats
By Windo the Yeek Adventurer level 21
24th Dusk 122nd year of Ascendancy at 15:59 see stats
By Windo the Yeek Adventurer level 51
23rd Haze 122nd year of Ascendancy at 02:27 see stats
By Windo the Yeek Adventurer level 33
44th Dusk 122nd year of Ascendancy at 21:26 see stats
By Windo the Yeek Adventurer level 36
45th Dusk 122nd year of Ascendancy at 23:54 see stats
By Windo the Yeek Adventurer level 37
57th Dusk 122nd year of Ascendancy at 23:04 see stats
By Windo the Yeek Adventurer level 59
36th Haze 122nd year of Ascendancy at 07:02 see stats
By Windo the Yeek Adventurer level 47
75th Dusk 122nd year of Ascendancy at 07:40 see stats
By Windo the Yeek Adventurer level 10
4th Flare 122nd year of Ascendancy at 12:29 see stats
By Windo the Yeek Adventurer level 20
17th Dusk 122nd year of Ascendancy at 23:26 see stats
By Windo the Yeek Adventurer level 30
34th Dusk 122nd year of Ascendancy at 06:42 see stats
By Windo the Yeek Adventurer level 40
58th Dusk 122nd year of Ascendancy at 18:46 see stats
By Windo the Yeek Adventurer level 50
1st Time of Equilibrium 122nd year of Ascendancy at 05:58 see stats
By Windo the Yeek Adventurer level 68
42nd Haze 122nd year of Ascendancy at 14:23 see stats
By Windo the Yeek Adventurer level 70
56th Haze 122nd year of Ascendancy at 22:09 see stats
By Windo the Yeek Adventurer level 37
57th Dusk 122nd year of Ascendancy at 19:19 see stats
By Windo the Yeek Adventurer level 23
29th Dusk 122nd year of Ascendancy at 18:56 see stats
By Windo the Yeek Adventurer level 9
1st Flare 122nd year of Ascendancy at 16:05 see stats
By Windo the Yeek Adventurer level 51
1st Time of Equilibrium 122nd year of Ascendancy at 16:42 see stats
By Windo the Yeek Adventurer level 25
30th Dusk 122nd year of Ascendancy at 12:15 see stats
By Windo the Yeek Adventurer level 16
3rd Dusk 122nd year of Ascendancy at 12:40 see stats
By Windo the Yeek Adventurer level 68
42nd Haze 122nd year of Ascendancy at 14:26 see stats
Log
Windo's tinker attains critical power!
Zubona the orc warrior is poisoned!
Piercing Ammunition hits Zubona the orc warrior for 68 physical, 68 physical (136 total damage).
Windo's Shoot hits Zubona the orc warrior for 1628 physical, 23 lightning, 28 fire, 3 physical, 2 mind, 24 nature, 5 nature, 2 mind, 11 lightning, 8 nature (1734 total damage).
Windo's Shoot hits Zubona the orc warrior for 1415 physical, 23 lightning, 3 physical, 2 mind, 5 nature, 2 mind, 11 lightning, 8 nature, 15 nature (1483 total damage).
Windo shoots!
Talent Steady Shot is ready to use.
Windo's Shoot performs a ranged critical strike against Zubona the orc warrior!
Zubona the orc warrior is not silenced anymore.
Zubona the orc warrior roars with rage shaking off 1 mental debuffs!
Zubona the orc warrior is silenced!
Windo's Shoot performs a ranged critical strike against Zubona the orc warrior!
Windo's tinker attains critical power!
Windo's Shoot hits Zubona the orc warrior for 1611 physical, 23 lightning, 28 fire, 3 physical, 2 mind, 24 nature, 5 nature, 2 mind, 11 lightning, 8 nature (1717 total damage).
Piercing Ammunition hits Zubona the orc warrior for 68 physical, 68 physical (136 total damage).
Windo's Shoot hits Zubona the orc warrior for 1332 physical, 23 lightning, 3 physical, 2 mind, 5 nature, 2 mind, 11 lightning, 8 nature, 15 nature (1401 total damage).
Windo no longer feels strong.
Windo deactivates Beyond the Flesh.
Windo deactivates Piercing Ammunition.
Windo deactivates Intuitive Shots.
Windo is no longer attuned.
Windo deactivates Elemental Harmony.
Windo deactivates Mitosis.
Windo deactivates Augmentation.
Windo deactivates Trained Reactions.
Windo deactivates Aim.
Windo deactivates Antimagic Shield.
Windo deactivates Wild Growth.