
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Bladebender 1.5.6 Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Crystalist 1.5.6 Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 28 / 84% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 75 (base 14) |
| Dexterity | 36 (base 14) |
| Constitution | 77.213134016057 (base 14) |
| Magic | 50 (base 26) |
| Willpower | 91 (base 60) |
| Cunning | 96 (base 49) |
Resources
| Mana | 262/262 |
| Psi | 425/425 |
| Vim | 119/119 |
| Life | 850/850 |
| Positive | 0/91 |
| Stamina | 434/434 |
| Steam | 100/100 |
| Healing Factor | 1.6522694632298 |
| Regeneration | 5.610958900496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +187.62861126719% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 51.644244322282 |
| See Invisible | 51.644244322282 |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 77 |
| Crit Chance | 71% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 117 |
| Accuracy | 77 |
| Crit Chance | 71% |
| APR | 56 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Lightning | +31% |
| Darkness | +26% |
| Temporal | +14% |
| Blight | +8% |
| Physical | +75% |
| Fire | +48% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +25% |
| Nature | +25% |
| Lightning | +20% |
| Physical | +47% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.108810485601 (94.761904761905%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 62.15 |
| Spell Save | 64.25 |
| Mental Save | 65 |
Defense: Resistances
| Lightning | + 33%( 70%) |
| Light | + 18%( 70%) |
| Nature | + 23%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 75% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 59.27 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Blood magic | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mage warden | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Hexes | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Fiery Hands |
| talent | Melting Point |
| talent | Weapon of Wrath |
| talent | Charged Shield |
| talent | Furnace |
| talent | Inner Power |
| talent | Weapon of Light |
| talent | Kinetic Shield |
| talent | Second Life |
| talent | Shock Hands |
| talent | Essence of Speed |
| talent | Beyond the Flesh |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom) | done |
You failed to protect the lost tinker from death by Porumina the midge swarm. Escort: lost tinker (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * You've found the needed wretchling eyeball. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 snow giant kidney. * You've found the needed pouch of faeros ash. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Adama the voratun greatmaul (65-97.5 power, 24 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +24 Crit. chance: +23.0% Attack speed: 100% On weapon hit: * 31% chance to disease On weapon crit: * cripple the target Damage (Melee): +27 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +9.0% Physical power: +2 (+0 eff.) Armour: +6 Changes resistances penetration: +17% physical Changes damage: +20% physical Physical save: +9 (+0 eff.) Life regen: +0.40 Maximum stamina: +15.00 Massive two-handed mauls. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Talent granted: +3 Iron Grip Disarm immunity: +120% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 6.8 Power cost: 16 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Light source | Manirekor the StrikeclamorCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +24% darkness / +15% lightning Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | bladed rough leather hat of knowledge (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Wil / +9 Cun Mental save: +9 (+3 eff.) Silence immunity: +0% Mindpower: +4 (+2 eff.) Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 315.7 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Tool | Chargepiety the stralite torque of psychoportation [power 41] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% lightning Changes damage: +6% lightning / +12% temporal Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 41), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 3.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 43 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | GlowgleanPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Wil / +5 Mag Changes resistances: +3% light Changes damage: +6% blight / +5% fire Critical mult.: +26.00% Mental save: +6 (+2 eff.) Confusion immunity: +10% Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
| In main hand | Murkraze the voratun mace (47-65.8 power, 18 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * 28% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +4 Cun / +2 Con Changes resistances: +9% nature / +6% cold Changes resistances penetration: +10% lightning / +25% darkness Spell save: +48 (+2 eff.) Blunt and deadly. |
| Around waist | Healvile the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 fire Changes resistances: +12% fire Changes resistances penetration: +25% nature Changes damage: +12% nature / +6% fire Spell save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | voratun waraxe 'Runylen' (38.5-53.9 power, 14 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +15.0% Attack speed: 111% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +3 Dex / +4 Con Changes damage: +15% physical Physical save: +18 (+1 eff.) Maximum life: +20.00 Maximum stamina: +10.00 One-handed war axes. |
| Cloak | regal linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +5 Wil Changes resistances: +12% lightning Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +6 Str / +6 Dex / +6 Mag / +9 Wil / +10 Cun / +6 Con Mental save: +10 (+3 eff.) Life regen: +1.30 Maximum life: +48.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 144% / cooldown 76%)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 144% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 157% / cooldown 53%)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 157% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 134% / cooldown 53%)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 134% efficiency and cooldown mod of 53%. 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.. |
medical injector implant of the titan (efficiency 139% / cooldown 100%)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 139% efficiency and cooldown mod of 100%. 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.. |
steam generator implant of the psychic (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.heroism infusion of the wizard (+13 for 9 turns, die at -524) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -524 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (514.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 585.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 420 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 420 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+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... |
This item will automatically be transmogrified when you leave the level.grounding gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
stabilizing copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
savior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
wizard's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +4 (+0 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of crippling (34-51 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul of purging (40-60 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword (36-57.6 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.short yew magestaff of warding (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 arcane Changes damage: +20% arcane Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +30.00 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +0% lightning Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Sunscar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Effects on melee hit: * 15% chance to blind Changes stats: +1 Str Changes damage: +3% light Grants telepathy: Dragon Maximum encumbrance: +23 Physical save: +5 (+0 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +3 Mag Changes resistances: +5% cold Changes damage: +3% arcane / +4% cold When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane / +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 45% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of constitution (+2) (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: +2 Con A cap made of leather. |
shielding linen wizard hat of lightning (+16%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +16% lightning Changes damage: +11% lightning Spell save: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
fearforged steel mail armour of thunder (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+3 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +21% Changes stats: +4 Str / +4 Mag / +4 Wil / +5 Con Changes resistances: +11% lightning / +7% fire / -10% light / +8% darkness Physical save: +7 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Spellpower: +11 (+4 eff.) Spell crit. chance: +4% Mindpower: +11 (+3 eff.) Mental crit. chance: +4% A suit of armour made of mail. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows (21/21, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 56% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
9 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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
51 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. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
14 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
15 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
22 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
15 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 Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
piercing brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Mental save: +6 (+2 eff.) Light radius: +4 See stealth: +6 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
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), costing 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
yew totem of thorny skin 'Shockspike' [power 43] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag / +5 Con Changes resistances: +9% lightning Maximum wards: +2 acid / +3 nature / +3 light Changes damage: +6% lightning Grants telepathy: Humanoid/Orc Talent granted: +1 Ward Infravision radius: +2 It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
18 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 Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
5 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
6 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Mikel Jacson the Ghoul Adventurer level 25
28th Regrowth 123rd year of Ascendancy at 06:19 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Mikel Jacson the Ghoul Adventurer level 28
72nd Regrowth 123rd year of Ascendancy at 23:13 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Mikel Jacson the Ghoul Adventurer level 27
45th Regrowth 123rd year of Ascendancy at 06:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mikel Jacson the Ghoul Adventurer level 9
7th Dusk 122nd year of Ascendancy at 06:30 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Mikel Jacson the Ghoul Adventurer level 19
19th Haze 122nd year of Ascendancy at 11:04 see stats
Exterminator
Killed 1000 creatures.By Mikel Jacson the Ghoul Adventurer level 16
2nd Haze 122nd year of Ascendancy at 19:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mikel Jacson the Ghoul Adventurer level 24
24th Regrowth 123rd year of Ascendancy at 09:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mikel Jacson the Ghoul Adventurer level 18
5th Haze 122nd year of Ascendancy at 16:05 see stats
Level 10
Got a character to level 10.By Mikel Jacson the Ghoul Adventurer level 10
25th Dusk 122nd year of Ascendancy at 06:13 see stats
Level 20
Got a character to level 20.By Mikel Jacson the Ghoul Adventurer level 20
65th Haze 122nd year of Ascendancy at 19:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mikel Jacson the Ghoul Adventurer level 18
11st Haze 122nd year of Ascendancy at 21:23 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mikel Jacson the Ghoul Adventurer level 26
30th Regrowth 123rd year of Ascendancy at 17:56 see stats
Size matters
Did over 600 damage in one attack.By Mikel Jacson the Ghoul Adventurer level 21
10th Allure 123rd year of Ascendancy at 04:12 see stats
The Arena
Unlocked Arena mode.By Mikel Jacson the Ghoul Adventurer level 8
9th Mirth 122nd year of Ascendancy at 07:41 see stats
The Rat Lich
Killed the terrible Rat Lich.By Mikel Jacson the Ghoul Adventurer level 21
10th Allure 123rd year of Ascendancy at 07:30 see stats
The secret city
Discovered the truth about mages.By Mikel Jacson the Ghoul Adventurer level 11
39th Dusk 122nd year of Ascendancy at 23:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mikel Jacson the Ghoul Adventurer level 27
45th Regrowth 123rd year of Ascendancy at 13:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mikel Jacson the Ghoul Adventurer level 18
19th Haze 122nd year of Ascendancy at 04:10 see stats
Log
Mikel Jacson picks up (m.): grounding gold amulet.
Resting starts...
Mikel Jacson deactivates Total Thuggery.
The shield around Mikel Jacson crumbles.
Talent Rune: Shielding is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 36 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
Saving done.
Mikel Jacson deactivates Fiery Hands.
Mikel Jacson deactivates Weapon of Wrath.
Mikel Jacson deactivates Beyond the Flesh.
Mikel Jacson deactivates Furnace.
Mikel Jacson deactivates Melting Point.
Mikel Jacson deactivates Shock Hands.
Mikel Jacson deactivates Kinetic Shield.
Mikel Jacson deactivates Weapon of Light.
Mikel Jacson deactivates Inner Power.
Mikel Jacson deactivates Charged Shield.
Mikel Jacson deactivates Essence of Speed.
Mikel Jacson deactivates Second Life.












































































































































