Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows 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. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Gifted |
Class | Adventurer |
Level / Exp | 25 / 66% |
Size | medium |
Lifes / Deaths | Killed by spitting spider at level 3 on the 76th Pyre 122nd year of Ascendancy at 23:34 / 153Killed by Bill the Stone Troll at level 6 on the 79th Pyre 122nd year of Ascendancy at 06:28 Killed by Bill the Stone Troll at level 6 on the 79th Pyre 122nd year of Ascendancy at 08:49 Killed by Porann the rattlesnake at level 7 on the 3rd Mirth 122nd year of Ascendancy at 03:16 Killed by Gletha the rattlesnake at level 8 on the 3rd Mirth 122nd year of Ascendancy at 13:10 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 04:22 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 05:21 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 06:17 Killed by Silimivea the copperhead snake at level 9 on the 5th Mirth 122nd year of Ascendancy at 07:17 Killed by Silimivea the copperhead snake at level 9 on the 5th Mirth 122nd year of Ascendancy at 08:04 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 09:32 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 10:26 Killed by shadow at level 9 on the 5th Mirth 122nd year of Ascendancy at 11:13 Killed by shadow at level 9 on the 5th Mirth 122nd year of Ascendancy at 12:06 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 12:55 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 13:39 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 14:22 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 15:07 Killed by shadow at level 9 on the 5th Mirth 122nd year of Ascendancy at 15:49 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 17:26 Killed by Cyroriwe the warg at level 9 on the 5th Mirth 122nd year of Ascendancy at 19:17 Killed by war hound at level 9 on the 6th Mirth 122nd year of Ascendancy at 00:19 Killed by Betuth the large brown snake at level 9 on the 6th Mirth 122nd year of Ascendancy at 03:00 Killed by Ben Cruthdar, the Cursed at level 10 on the 6th Flare 122nd year of Ascendancy at 01:34 Killed by ritch flamespitter at level 11 on the 2nd Dusk 122nd year of Ascendancy at 18:34 Killed by ritch flamespitter (wild summon) at level 11 on the 2nd Dusk 122nd year of Ascendancy at 19:12 Killed by Voroyata the sick white wolf at level 11 on the 2nd Dusk 122nd year of Ascendancy at 19:54 Killed by Cyrayamina the deformed war bear at level 11 on the 2nd Dusk 122nd year of Ascendancy at 21:16 Killed by deformed treant at level 11 on the 2nd Dusk 122nd year of Ascendancy at 22:10 Killed by Xerelravea the deformed treant at level 11 on the 2nd Dusk 122nd year of Ascendancy at 22:54 Killed by Cyrayamina the deformed war bear at level 11 on the 3rd Dusk 122nd year of Ascendancy at 00:30 Killed by war hound at level 11 on the 3rd Dusk 122nd year of Ascendancy at 01:46 Killed by ritch flamespitter at level 11 on the 3rd Dusk 122nd year of Ascendancy at 03:09 Killed by war hound at level 11 on the 3rd Dusk 122nd year of Ascendancy at 04:19 Killed by ritch flamespitter at level 11 on the 3rd Dusk 122nd year of Ascendancy at 07:24 Killed by Gloriba the deformed polar bear at level 11 on the 3rd Dusk 122nd year of Ascendancy at 09:48 Killed by Gloriba the deformed polar bear at level 11 on the 3rd Dusk 122nd year of Ascendancy at 11:38 Killed by sick Sawtree at level 11 on the 3rd Dusk 122nd year of Ascendancy at 13:18 Killed by ritch flamespitter at level 12 on the 3rd Dusk 122nd year of Ascendancy at 17:17 Killed by Adelle the gloomy great wolf at level 12 on the 4th Dusk 122nd year of Ascendancy at 02:33 Killed by war hound at level 12 on the 4th Dusk 122nd year of Ascendancy at 04:26 Killed by war hound at level 12 on the 4th Dusk 122nd year of Ascendancy at 05:05 Killed by ritch flamespitter at level 12 on the 4th Dusk 122nd year of Ascendancy at 05:48 Killed by Eluwe the sick white wolf at level 12 on the 4th Dusk 122nd year of Ascendancy at 06:35 Killed by war hound at level 12 on the 4th Dusk 122nd year of Ascendancy at 08:09 Killed by Porytha the sick fox at level 12 on the 4th Dusk 122nd year of Ascendancy at 14:43 Killed by Porytha the sick fox at level 12 on the 4th Dusk 122nd year of Ascendancy at 15:42 Killed by Bethulle the deformed polar bear at level 13 on the 4th Dusk 122nd year of Ascendancy at 19:41 Killed by Zubedatira the gloomy honey tree at level 13 on the 5th Dusk 122nd year of Ascendancy at 01:43 Killed by Zubedatira the gloomy honey tree at level 13 on the 5th Dusk 122nd year of Ascendancy at 02:57 Killed by Zubedatira the gloomy honey tree at level 13 on the 5th Dusk 122nd year of Ascendancy at 07:30 Killed by Yvyma the deformed black bear at level 13 on the 5th Dusk 122nd year of Ascendancy at 18:03 Killed by Yvinor the deformed treant at level 13 on the 5th Dusk 122nd year of Ascendancy at 19:21 Killed by Yvyma the deformed black bear at level 13 on the 5th Dusk 122nd year of Ascendancy at 20:31 Killed by Yvyma the deformed black bear at level 13 on the 5th Dusk 122nd year of Ascendancy at 21:41 Killed by shadow at level 13 on the 6th Dusk 122nd year of Ascendancy at 00:48 Killed by shadow at level 13 on the 6th Dusk 122nd year of Ascendancy at 01:35 Killed by war hound at level 14 on the 6th Dusk 122nd year of Ascendancy at 18:54 Killed by Zubedatira the gloomy honey tree at level 14 on the 6th Dusk 122nd year of Ascendancy at 23:12 Killed by Zubedatira the gloomy honey tree at level 14 on the 7th Dusk 122nd year of Ascendancy at 00:23 Killed by Emeloyath the large brown snake at level 15 on the 13rd Dusk 122nd year of Ascendancy at 04:26 Killed by Adildata the armoured skeleton warrior at level 15 on the 13rd Dusk 122nd year of Ascendancy at 09:45 Killed by Mayotira the large brown snake at level 15 on the 14th Dusk 122nd year of Ascendancy at 09:20 Killed by temporal hound at level 16 on the 14th Dusk 122nd year of Ascendancy at 21:04 Killed by Silaba the umber hulk at level 16 on the 16th Dusk 122nd year of Ascendancy at 02:00 Killed by Mayuminne the skeleton warrior at level 17 on the 16th Dusk 122nd year of Ascendancy at 12:20 Killed by Mayigamira the elven warrior at level 17 on the 21st Dusk 122nd year of Ascendancy at 10:46 Killed by Mayigamira the elven warrior at level 17 on the 21st Dusk 122nd year of Ascendancy at 11:54 Killed by Glussra the elven mage at level 17 on the 21st Dusk 122nd year of Ascendancy at 17:43 Killed by Aduressra the elven guard at level 17 on the 21st Dusk 122nd year of Ascendancy at 23:03 Killed by Mayyrevea the mean looking elven guard at level 17 on the 22nd Dusk 122nd year of Ascendancy at 13:09 Killed by Mayyrevea the mean looking elven guard at level 17 on the 22nd Dusk 122nd year of Ascendancy at 14:15 Killed by Emanne the venom drake at level 18 on the 23rd Dusk 122nd year of Ascendancy at 15:25 Killed by white crystal at level 19 on the 25th Dusk 122nd year of Ascendancy at 23:15 Killed by red crystal at level 19 on the 26th Dusk 122nd year of Ascendancy at 05:35 Killed by Betath the skeleton warrior at level 20 on the 27th Dusk 122nd year of Ascendancy at 03:27 Killed by Yvonne the red crystal at level 20 on the 27th Dusk 122nd year of Ascendancy at 14:44 Killed by Micrne the human at level 21 on the 30th Dusk 122nd year of Ascendancy at 12:08 Killed by Micrne the human at level 21 on the 30th Dusk 122nd year of Ascendancy at 13:09 Killed by Aeell the human at level 21 on the 30th Dusk 122nd year of Ascendancy at 14:35 Killed by ritch flamespitter at level 21 on the 30th Dusk 122nd year of Ascendancy at 15:39 Killed by Aeell the human at level 21 on the 30th Dusk 122nd year of Ascendancy at 16:33 Killed by ritch flamespitter at level 21 on the 30th Dusk 122nd year of Ascendancy at 17:30 Killed by ritch flamespitter at level 21 on the 30th Dusk 122nd year of Ascendancy at 18:19 Killed by Ndunio the giant at level 21 on the 65th Dusk 122nd year of Ascendancy at 19:00 Killed by Ayar the human at level 21 on the 65th Dusk 122nd year of Ascendancy at 20:45 Killed by Borek the halfling at level 21 on the 54th Haze 122nd year of Ascendancy at 11:58 Killed by Borek the halfling at level 21 on the 54th Haze 122nd year of Ascendancy at 12:54 Killed by Dosnh the krog at level 21 on the 54th Haze 122nd year of Ascendancy at 13:41 Killed by Dosnh the krog at level 21 on the 54th Haze 122nd year of Ascendancy at 14:43 Killed by Dosnh the krog at level 21 on the 54th Haze 122nd year of Ascendancy at 15:40 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 17:16 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 18:18 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 19:15 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 20:11 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 20:58 Killed by Dwlad the thalore at level 21 on the 54th Haze 122nd year of Ascendancy at 22:52 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 00:57 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 02:40 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 03:57 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 05:32 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 06:45 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 07:58 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 09:06 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 12:52 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 14:04 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 15:22 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 16:32 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 17:33 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 18:55 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 19:45 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 20:59 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 22:06 Killed by Dwlad the thalore at level 21 on the 55th Haze 122nd year of Ascendancy at 23:30 Killed by Dwlad the thalore at level 21 on the 56th Haze 122nd year of Ascendancy at 00:29 Killed by Dwlad the thalore at level 21 on the 56th Haze 122nd year of Ascendancy at 01:41 Killed by Dwlad the thalore at level 21 on the 56th Haze 122nd year of Ascendancy at 07:04 Killed by Dwlad the thalore at level 21 on the 56th Haze 122nd year of Ascendancy at 09:59 Killed by greater gwelgoroth at level 22 on the 71st Haze 122nd year of Ascendancy at 13:48 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 07:36 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 08:37 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 10:01 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 11:17 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 12:24 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 13:18 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 15:10 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 16:24 Killed by Xyda the thief at level 22 on the 73rd Haze 122nd year of Ascendancy at 17:22 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 18:22 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 19:35 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 21:19 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 22:27 Killed by Gunsnake at level 22 on the 73rd Haze 122nd year of Ascendancy at 23:36 Killed by Gunsnake at level 22 on the 74th Haze 122nd year of Ascendancy at 00:36 Killed by Glorodawyn the minotaur at level 22 on the 74th Haze 122nd year of Ascendancy at 03:09 Killed by Glorodawyn the minotaur at level 22 on the 74th Haze 122nd year of Ascendancy at 04:19 Killed by Mayylle the rattlesnake at level 22 on the 74th Haze 122nd year of Ascendancy at 13:22 Killed by Mayylle the rattlesnake at level 22 on the 74th Haze 122nd year of Ascendancy at 14:36 Killed by Xeritha the giant fire ant at level 22 on the 75th Haze 122nd year of Ascendancy at 01:11 Killed by Polariavea the black mamba at level 23 on the 75th Haze 122nd year of Ascendancy at 06:47 Killed by Lisugassra the rogue at level 23 on the 76th Haze 122nd year of Ascendancy at 04:51 Killed by Lisugassra the rogue at level 23 on the 76th Haze 122nd year of Ascendancy at 05:56 Killed by Mayulaith the giant yellow ant at level 23 on the 76th Haze 122nd year of Ascendancy at 18:48 Killed by ritch flamespitter at level 23 on the 76th Haze 122nd year of Ascendancy at 21:22 Killed by 3-headed hydra at level 23 on the 76th Haze 122nd year of Ascendancy at 23:04 Killed by Salyselle the rogue sapper at level 24 on the 77th Haze 122nd year of Ascendancy at 08:44 Killed by Emulranne the rogue sapper at level 24 on the 77th Haze 122nd year of Ascendancy at 10:41 Killed by Eilinywe the black bear at level 24 on the 79th Haze 122nd year of Ascendancy at 09:56 Killed by Eilinywe the black bear at level 24 on the 79th Haze 122nd year of Ascendancy at 11:15 Killed by Voryriarin the black mamba at level 24 on the 79th Haze 122nd year of Ascendancy at 20:36 Killed by Velakira the awoken tentacle tree at level 24 on the 79th Haze 122nd year of Ascendancy at 22:43 Killed by Velakira the awoken tentacle tree at level 24 on the 79th Haze 122nd year of Ascendancy at 23:44 Killed by Adina the bandit lord at level 25 on the 1st Decay 122nd year of Ascendancy at 21:09 |
Primary Stats
Strength | 22 (base 15) |
Dexterity | 49 (base 41) |
Constitution | 30 (base 19) |
Magic | 25 (base 12) |
Willpower | 60 (base 32) |
Cunning | 76 (base 28) |
Resources
Hate | 89/106 |
Equilibrium | 0 |
Life | 875/875 |
Steam | 100/100 |
Psi | 150/150 |
Healing Factor | 1.1592147729954 |
Regeneration | 18.657713637297 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 5 |
See Stealth | 18 |
See Invisible | 20 |
Stealth | 61 |
Offense: Mainhand
Damage | 49 |
Accuracy | 66 |
Crit Chance | 29% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 66 |
Crit Chance | 27% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +18% |
Arcane | +5% |
Cold | +18% |
All | 0% |
Darkness | +3% |
Temporal | +6% |
Mind | +9% |
Fire | +6% |
Lightning | +13% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +20% |
Mind | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 29 (60.418071861941%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 31 |
Mental Save | 53 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 12%( 70%) |
All | + 3%( 70%) |
Lightning | + 8%( 70%) |
Light | + 16%( 70%) |
Temporal | + 10%( 70%) |
Fire | + 19%( 70%) |
Mind | + 21%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
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 |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.5 and stamina regeneration by 2.1. Soothing Darkness |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost wyrmic from death by Adina the bandit lord. Escort: lost wyrmic (level 3 of Old Forest) | failed |
You failed to protect the unfocused psion from death by Ce'Nutha the giant green ant. Escort: unfocused psion (level 1 of Old Forest) | failed |
You successfully escorted the unfocused psion to the recall portal on level 2 of Norgos Lair. Escort: unfocused psion (level 2 of Norgos Lair)As a reward you improved Cunning by +8. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | projecting mossy mindstar of resolve (2-3 power, 12 apr, nature damage) projecting mossy mindstar of resolve (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes damage: +6% lightning / +6% fire / +6% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Quiver | pouch of dwarven-steel shots 'Daywolf' (49/49, 36-44 power, 3 apr) pouch of dwarven-steel shots 'Daywolf' (49/49, 36-44 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 49 On weapon hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): +8 light / +8 arcane / +12 mind Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +8 light When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
On hands | hardened leather gloves 'Icenigh' (0 def, 2 armour) hardened leather gloves 'Icenigh' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 9 temporal / 5 lightning / 5 fire / 4 arcane / 5 cold Damage (Ranged): 10 temporal Changes stats: +6 Mag / +11 Wil Changes resistances: +6% acid / +7% temporal / +5% arcane / +9% cold Changes damage: +6% temporal / +5% arcane / +12% cold Spellpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Changes stats: +5 Wil Critical mult.: +10.00% Mental save: +6 (+2 eff.) Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | thaloren hardened leather hat of precognition (6 def, 3 armour) thaloren hardened leather hat of precognition (6 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Cun / +5 Wil Changes resistances: +5% blight Mental save: +21 (+7 eff.) A hat made of leather. Very stylish. |
On feet | Velomira (0 def, 1 armour) Velomira (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +1 Dex / +3 Wil / +3 Cun Changes damage: +6% mind Critical mult.: +10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+3 eff.) Maximum hate: +6.00 A pair of boots made of leather. |
Tool | iron pickaxe 'Jetsteel' (dig speed 30 turns) iron pickaxe 'Jetsteel' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +6% mind Changes resistances penetration: +5% darkness Reduces incoming crit damage: 5.00% Physical save: +9 (+5 eff.) Teleport immunity: +20% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's gold ring of war sneakthief's gold ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +10% blight Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Dirty Fighting (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 200% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 19 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! It was hardened by the digestive sack. |
On fingers | Hetturain the gold ring Hetturain the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 11 acid / 7 darkness / 4 mind Changes stats: +6 Mag / +13 Cun / +5 Lck Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +6% acid Spellpower: +9 (+4 eff.) Activating this item is instant. It can be used to activate talent Mind On My Money (costing 30 power out of 30/30) : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 31.77 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | sundering steel steamgun of acid sundering steel steamgun of acidRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Attack speed: 100% Firing range: +7 On weapon crit: * Sunder's the enemy's weapon for 5 turns. Travel speed: +600% Damage (Ranged): +6 acid Attacks use: 2.0 Steam When wielded/worn: Changes damage: +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | horrifying vined mindstar of storms (6-6 power, 18 apr, nature damage) horrifying vined mindstar of storms (6-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 3 mind / 6 darkness Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +5% lightning Changes damage: +7% lightning / +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Airedge (8 def, 0 armour) Airedge (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +8 (+3 eff.) Fatigue: -6% Changes resistances: +13% light / +13% fire Changes resistances penetration: +15% lightning / +5% blight Changes damage: +18% blight Stealth bonus: +6 Maximum life: +90.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Beurig the cured leather armour (6 def, 4 armour) Beurig the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +5 Cun / +4 Con Changes resistances: +6% mind / +3% fire Physical save: +3 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +16 (+5 eff.) Maximum life: +25.00 Mental crit. chance: +1% A suit of armour made of leather. |
Inventory
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant of the psychic (efficiency 122% / cooldown 85%) medical injector implant of the psychic (efficiency 122% / cooldown 85%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 85%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 112% / cooldown 70%) medical injector implant of the warrior (efficiency 112% / cooldown 70%)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 112% efficiency and cooldown mod of 70%. 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 sneak (steam 9) steam generator implant of the sneak (steam 9)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. 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.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 10) steam generator implant of the titan (steam 10)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 592%; cd 12) movement infusion of the psychic (speed 592%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
regeneration infusion (heal 138; 17 cd) regeneration infusion (heal 138; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; physical; dur 3; cd 14) wild infusion (res 15%; physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, nature, acid) Prismatic Rune (6 turns; lightning, physical, darkness, fire, nature, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 darkness, 3 fire, 4 nature, 3 acid It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Wil Changes resistances: +5% nature / +5% physical Talent granted: +1 Inner Flame Mental save: +6 (+2 eff.) Confusion immunity: +10% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +10.00 Mindpower: +5 (+2 eff.) Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 31.24%, Fire Affinity by 19.88%, and Fire Damage by 36.45%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
gold amulet 'Cloudkiss' gold amulet 'Cloudkiss'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Defense: +25 (+9 eff.) Changes stats: +10 Lck Changes resistances penetration: +25% lightning Changes damage: +18% physical Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Belulaith the Gloomveil Belulaith the GloomveilPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +15 (+5 eff.) Changes stats: +2 Con Changes resistances penetration: +15% darkness Critical mult.: +10.00% Blindness immunity: +23% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
copper ring 'Scorpionwar' copper ring 'Scorpionwar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +7% blight / +3% fire / +6% nature Changes resistances penetration: +15% nature Changes damage: +3% nature Poison immunity: +11% Disease immunity: +12% Rings make your fingers look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
scoundrel's copper ring scoundrel's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Cun / +2 Str Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by a temporary damage shield there is 64% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Whisper of Dusk (46-74 power, 9 apr) Whisper of Dusk (46-74 power, 9 apr)Requires: - Strength 20 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 90% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 120% Damage (radius 2) on crit: +14 physical bleed When wielded/worn: Fatigue: -15% Changes stats: +5 Cun / +3 Dex Slows Projectiles: +17% It can be used to activate talent Dusk's Whisper (costing 25 power out of 50/50) : Effective talent level: 4.5 Power cost: 25 out of 50/50. Range: 6 Travel Speed: 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 107% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 2.5 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.63 cold damage and 13.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 101.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Gunodur (5-6 power, 18 apr, mind damage) Gunodur (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 4 darkness Damage when hit (Melee): 2 blight Changes resistances: +3% blight Changes damage: +3% arcane / +3% darkness / +3% nature / +3% mind Talent granted: +1 Attune Mindstar Spell save: +9 (+4 eff.) Disease immunity: +12% Life regen: +0.50 Maximum life: +19.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. |
absorbing thorny mindstar of life (8-9 power, 24 apr, mind damage) absorbing thorny mindstar of life (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% lightning / +5% fire / +5% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +16.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Pinwheel (13-20 power, 10 apr) Pinwheel (13-20 power, 10 apr)Requires: - Strength 18 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * 15% chance to pin the target Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: +7% Talent granted: +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
frigid iron steamgun of dampening frigid iron steamgun of dampeningRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +7 cold Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +8% acid / +7% lightning / +8% fire / +7% cold / +3% all Spell save: +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xeroriba (20/20, 12-14 power, 1 apr) Xeroriba (20/20, 12-14 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.0 - 14.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 On weapon hit: * 25% chance for your shot to deal an extra 17 physical damage to your target and then ricochet to a second target, dealing 23 physical damage to it. Damage (radius 1) on hit: +20 mind / +12 acid Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 17-20 power, 7 apr) Scattermind (20/20, 17-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 60% Cun, 60% Dex Damage type: Mind Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Frozenkill the cured leather armour (6 def, 4 armour) Frozenkill the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 2 cold Changes resistances: +15% lightning / +17% temporal Changes resistances penetration: +10% lightning Changes damage: +15% cold Maximum life: +24.00 A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour) cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +9% cold Allows you to breathe in: water A suit of armour made of leather. |
rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Dourrune DourrunePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Con Changes resistances: +6% mind / +9% darkness Spell save: +8 (+4 eff.) Spellpower: +5 (+2 eff.) See invisible: +6 A belt that goes around your waist. |
Lisilaith the Blazewend (1 def, 0 armour) Lisilaith the Blazewend (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes resistances: +9% light / +3% mind Changes resistances penetration: +5% lightning Changes damage: +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloommalice the cashmere cloak (2 def, 0 armour) Gloommalice the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +13 (+5 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Mag / +2 Wil Changes resistances: +14% light Changes resistances penetration: +10% lightning Changes damage: +10% fire Change telepathy range by : +10 Grants telepathy: Giant Spell crit. chance: +5% Reduce all damage from unseen attackers: 14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulukor the pair of rough leather boots (0 def, 1 armour) Fulukor the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +2 Wil Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Equilibrium when hit: +0.08 A pair of boots made of leather. |
Skythorn (0 def, 1 armour) Skythorn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning Changes damage: +3% lightning Stamina each turn: +0.40 Psi when hit: +0.08 Maximum stamina: +13.00 Mindpower: +10 (+3 eff.) A pair of boots made of leather. |
Ravenscale Boots (3 def, 1 armour) Ravenscale Boots (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Fatigue: -2% Changes stats: +3 Cun Changes resistances penetration: +6% nature / +6% darkness Stamina each turn: +0.50 Maximum life: +30.00 Maximum stamina: +10.00 Movement speed: +10% It can be used to activate talent Sudden Assault (costing 20 power out of 25/25) : Effective talent level: 2.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 4.5 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 83.73 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Xanusethra the rough leather gloves (0 def, 1 armour) Xanusethra the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +4 Cun / +3 Str Changes resistances: +6% cold Changes damage: +3% mind Physical save: +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 146.21 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Aeruvea (0 def, 1 armour) Aeruvea (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil Changes resistances: +6% fire / +6% cold Changes damage: +6% mind Reduces incoming crit damage: 10.00% A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 74.37 to 223.11 lightning damage (148.74 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Murkenvy (0 def, 1 armour) Murkenvy (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 fire Changes stats: +3 Dex Changes resistances: +9% darkness / +3% acid A cap made of leather. |
Scaldnigh (0 def, 1 armour) Scaldnigh (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% lightning / +6% temporal / +6% fire Changes resistances penetration: +5% fire Spell save: +9 (+4 eff.) A hat made of leather. Very stylish. |
Venomwill (1 def, 0 armour) Venomwill (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +6% nature / +5% cold Changes resistances penetration: +10% arcane Changes damage: +3% nature / +3% fire A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
12 agate 12 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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. |
aquamarine 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. |
3 opal 3 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
garnet 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. |
160 alchemist agate 160 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(117 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +5 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. |
Astrion's Eye Astrion's EyePowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 11 frost burn Damage (Ranged): 11 frost burn Changes stats: +4 Mag / +2 Con Changes resistances: +2% physical Damage against: +7% Elemental Damage affinity(heal): +5% cold / +3% nature / +4% arcane Light radius: +3 It can be used to Unleash enveloping darkness, inflicting 66.95 Darkness damage in radius 2 (based on Magic), possibly blinding creatures in the area for 4 turns Activation costs 20 power out of 30/30. A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 204 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.65 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 107.65 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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) Activation costs 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. |
iron pickaxe 'Murkbiter' (dig speed 38 turns) iron pickaxe 'Murkbiter' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% acid / +11% nature / +5% arcane Changes damage: +5% nature / +3% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By jombory the Gifted Adventurer level 11
6th Flare 122nd year of Ascendancy at 02:16 see stats
By jombory the Gifted Adventurer level 23
75th Haze 122nd year of Ascendancy at 08:11 see stats
By jombory the Gifted Adventurer level 10
6th Mirth 122nd year of Ascendancy at 06:41 see stats
By jombory the Gifted Adventurer level 20
27th Dusk 122nd year of Ascendancy at 01:41 see stats
By jombory the Gifted Adventurer level 19
26th Dusk 122nd year of Ascendancy at 05:34 see stats
By jombory the Gifted Adventurer level 10
9th Mirth 122nd year of Ascendancy at 17:19 see stats
By jombory the Gifted Adventurer level 19
26th Dusk 122nd year of Ascendancy at 04:28 see stats
Log
Adina the bandit lord hits Silyta, the lost wyrmic for 137 fire damage.
jombory the level 25 gifted adventurer was burnt to death by Adina the bandit lord on level 3 of Old Forest.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Adina the bandit lord killed jombory!
Saving game...
Saving done.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Stealth is ready to use.
Talent Reproach is ready to use.
Talent Agony is ready to use.
Jombory activates Stealth.
Talent Attune Mindstar is ready to use.
Talent Psyshot is ready to use.
Talent Hateful Whisper is ready to use.
Talent Infusion: Healing is ready to use.
Talent Psiblades is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Savage Hunter is ready to use.
Talent Realign is ready to use.
Talent Charged Shield is ready to use.
Talent Kinetic Shield is ready to use.
Talent Rocket Pod is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).