















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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. OldRPG Again Part 2 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Items Vault 1.7.0Donators/Buyers bonus! OldRPG Again Part 1 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: 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:
Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 31 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Adyrabeth the venom drake hatchling at level 12 on the 8th Dusk 122nd year of Ascendancy at 05:58 0 / 7Killed by Ivoserelle the sandworm at level 16 on the 16th Dusk 122nd year of Ascendancy at 02:05 Killed by Ce'Nolratta the cutpurse at level 21 on the 48th Haze 122nd year of Ascendancy at 08:45 Killed by Velulaith the green jelly at level 23 on the 52nd Haze 122nd year of Ascendancy at 15:40 Killed by Emelathra the storm drake hatchling at level 25 on the 71st Haze 122nd year of Ascendancy at 09:44 Killed by shadow at level 27 on the 74th Haze 122nd year of Ascendancy at 01:44 Killed by Siluldanor the corrupted acidic digestor at level 31 on the 7th Decay 122nd year of Ascendancy at 12:46 |
Primary Stats
| Strength | 57 (base 40) |
| Dexterity | 20 (base 12) |
| Constitution | 20 (base 12) |
| Magic | 50 (base 41) |
| Willpower | 47 (base 36) |
| Cunning | 39 (base 27) |
Resources
| Mana | 220/496 |
| Equilibrium | 30 |
| Steam | 1/100 |
| Life | -110/712 |
| Positive | 120/140 |
| Stamina | 300/312 |
| Paradox | 310 |
| Healing Factor | 1.6970588855781 |
| Regeneration | 2.8001471612039 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +12% |
| Cold | +3% |
| All | 0% |
| Darkness | +9% |
| Light | +3% |
| Physical | +9% |
| Mind | +15% |
| Fire | +10% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +15% |
| Cold | +10% |
| Physical | +67% |
Defense: Base
| Armour (hardiness) | 61.723073231957 (96.438666929426%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 50 |
| Physical Save | 53 |
| Spell Save | 53 |
| Mental Save | 54 |
Defense: Resistances
| Arcane | + 18%( 70%) |
| Cold | + 26%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 13%( 70%) |
| Physical | + 15%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Knockback Resistance | 50% |
| Confusion Resistance | 59% |
| Stun Resistance | 20% |
| Pinning Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 6.4 steam per turn. Can be activated for an instant burst of 32 steam. |
Class Talents
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Gravitic combat | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Combat | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Crimson Templar | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Celestial / Dirges | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target will gain a shield upon suffering a detrimental effect Dirge of Pestilence |
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. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Daikara. Escort: lone alchemist (level 3 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by bandit. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 191. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. 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 orc heart. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 hummerhorn wing. * You've found the needed vial of elder vampire blood. * '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.' | 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 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Anti-Gravity Boots (8 def, 8 armour) (On feet)]Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Dex Changes resistances: +10%(-) fire Changes damage: +10%(-) fire Pinning immunity: +50% (-) Steampower: +3 (+2 eff.) (-) These boots have a 10% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (48 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (83 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | [vs. Duryhor the brass lantern (Light source)]Duryhor the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Effects on melee hit: * 10% chance to slow global speed by 54% Damage (Melee): 0(-10) item nature slow Changes resistances: +9%(-) mind / +5%(-) arcane Changes resistances penetration: +15%(-) physical Light radius: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Belodar (0 def, 4 armour) (On head)]Belodar (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +6(-) Str / +4(-) Mag Changes resistances: +7%(-) lightning / +8%(-) temporal / +8%(-) nature / +5%(-) arcane Reduces incoming crit damage: 10.00% (-) Spell save: +6 (+2 eff.) (-) Maximum life: +72.00 (-) Healing mod.: +13% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. sand drakeskin leather gloves of strength (+3) (0 def, 10 armour) (On hands)]sand drakeskin leather gloves of strength (+3) (0 def, 10 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) (-) Armour: +10 (-) Damage (Melee): 9(-) physical Changes stats: +3(-) Str Changes damage: +9%(-) physical 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. |
| Tool | [vs. Brandraptor the steel torque of clear mind [power 2] (25 cooldown) (Tool)]Brandraptor the steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +4.0% (-) Changes stats: +1(-) Dex / +3(-) Mag / +2(-) Wil / +1(-) Con Changes resistances: +6%(-) fire Changes resistances penetration: +20%(-) physical Physical save: +3 (+1 eff.) (-) Only die when reaching: -40.00 life (-) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Ravenstar the gold ring (On fingers, 1 of 2)]Ravenstar the gold ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) (-) Changes resistances: +15%(-) mind / +5%(-) arcane Changes resistances penetration: +15%(-) darkness Changes damage: +15%(-) mind / +12%(-) arcane / +9%(-) darkness Mental save: +7 (+3 eff.) (-) Confusion immunity: +29% (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +8 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Ravenstar the gold ring (On fingers, 1 of 2)]Lisyta the steel ring Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +5 Cun / +5 Wil Changes resistances: +0%(-5%) arcane / +9% cold / +26% nature / +0%(-15%) mind Changes resistances penetration: +0%(-15%) darkness Changes damage: +0%(-15%) mind / +0%(-9%) darkness / +13% nature / +0%(-12%) arcane Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Blindness immunity: +10% Poison immunity: +10% Disarm immunity: +23% Confusion immunity: +20% (-9%) Pinning immunity: +28% Knockback immunity: +22% Maximum life: +26.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +7 (+2 eff.) (-1 (+0 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Flashwill the steel amulet (Around neck)]Flashwill the steel amulet Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +3(-) Str / +2(-) Mag / +2(-) Wil Changes resistances: +3%(-) lightning / +6%(-) darkness Changes damage: +3%(-) light Mental save: +5 (+2 eff.) (-) Confusion immunity: +10% (-) Mana each turn: +0.17 (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Maximum mana: +31.00 (-) Mindpower: +8 (+2 eff.) (-) Amulets make your neck look great! |
| In main hand | [vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand, 1 of 2)]acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% (-) Attack speed: 100% (-) Block value: +47 (-) On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Attacks use: 1.0(-) Steam When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +8% (-) Talents granted: +2.00(-) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
| Around waist | [vs. Torahad the hardened leather belt (Around waist)]Torahad the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2(-) Wil / +7(-) Cun / +4(-) Con Changes resistances: +6%(-) mind Life regen: +1.40 (-) Infravision radius: +3 (-) Healing mod.: +18% (-) A belt that goes around your waist. |
| In off hand | [vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand, 1 of 2)]Aerulrann the dwarven-steel steamsaw (24-37 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 24.5 - 36.8(-8.0 - -12.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% (-) Attack speed: 100% (-) Block value: +44 (-4) On weapon crit: - Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (Melee): +8 light Damage against: +8% Undead Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +8% (-) On shield block: + Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) Changes resistances: +3% physical Changes resistances penetration: +7% physical Talents granted: +2.00(-) Block Stun/Freeze immunity: +20% Maximum life: +20.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak 'Frozenwilter' (10 def, 0 armour) (Cloak)]cashmere cloak 'Frozenwilter' (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes resistances penetration: +25%(-) physical / +10%(-) cold Changes damage: +3%(-) cold Physical save: +10 (+3 eff.) (-) Maximum stamina: +30.00 (-) Mental crit. chance: +1% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Therapeutic Platemail (4 def, 10 armour) (Main armor)]Therapeutic Platemail (4 def, 10 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Changes stats: +3(-) Dex / +3(-) Con Changes resistances: +15%(-) cold / +10%(-) fire Healing mod.: +30% (-) Steampower: +10 (+5 eff.) (-) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
[vs. Implant: Steam Generator [steam generator implant (steam 6)] (on body)]steam generator implant of the titan (steam 7) 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: 21(-3) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4(+1.0) steam per turn. Can be activated for an instant burst of 37(+5) 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.. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Flashwill the steel amulet (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-4) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-3) Str / +0(-2) Mag / +0(-2) Wil Changes resistances: +0%(-3%) lightning / +0%(-6%) darkness Changes damage: +0%(-3%) light Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-10%) Mana each turn: +0.00 (-0.17) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Maximum mana: +0.00 (-31.00) Mindpower: +5 (+1 eff.) (-3 (-1 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... |
[vs. Flashwill the steel amulet (Around neck)]protective gold amulet of cunning (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 (+1) Defense: +5 (+3 eff.) Changes stats: +0(-3) Str / +0(-2) Mag / +0(-2) Wil / +4 Cun Changes resistances: +0%(-3%) lightning / +0%(-6%) darkness Changes resistances cap: +2% all Changes damage: +0%(-3%) light Physical save: +10 (+3 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-10%) Mana each turn: +0.00 (-0.17) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Maximum mana: +0.00 (-31.00) Mindpower: +0 (+0 eff.) (-8 (-2 eff.)) Amulets make your neck look great! |
[vs. Ravenstar the gold ring (On fingers, 1 of 2)]Ce'Nolle the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +3 Cun Changes resistances: +12% blight / +5%(-) arcane / +0%(-15%) mind Changes resistances penetration: +0%(-15%) darkness Changes damage: +0%(-9%) darkness / +6%(-9%) mind / +0%(-12%) arcane Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) (+2 (+0 eff.)) Confusion immunity: +0% (-29%) Psi when hit: +0.08 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +25 (+8 eff.) (+17 (+6 eff.)) Mental crit. chance: +2% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand)]Deepsspawn the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0(-17.5 - -30.8) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% (-) Attack speed: 100% (-) Block value: +0 (-47) On weapon crit: - Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 6 darkness Changes stats: +3 Cun Changes damage: +9% fire / +15% darkness / +15% mind Talents granted: +1 Command Staff +0(+-2) Block Mental save: +12 (+4 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Mental crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
[vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. voratun longsword of torment (42-58 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1(+9.0 - +9.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Block value: +0 (-47) On weapon hit: + 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: - Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-8%) Talent granted: +0(+-2) Block Sharp, long, and deadly. |
[vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. voratun waraxe 'Nerivena' (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0(+7.5 - +7.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) Block value: +0 (-47) On weapon crit: - Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 + Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (radius 2) on crit: +8 mind Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-8%) Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 blight Changes resistances: +12% mind Changes damage: +12% blight Talent granted: +0(+-2) Block Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.deadly quiver of dragonbone arrows of wind (22/22, 71-99 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
[vs. acidic dwarven-steel steamsaw of massacre (32-49 power, 0 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Blazerace the stralite shield (0 def, 8 armour, 48-57 power, 146.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Crit. chance: +0.0% (-3.0%) Attack speed: inf% (inf%) Block value: +0 (-47) On weapon crit: - Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Attacks use: 0.0(-1.0) Steam When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 On weapon hit: * 22% chance to reduce armor by 30% Damage (Melee): +12 light Damage (radius 2) on crit: +20 light When wielded/worn: Armour: +8 (+4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +8% (-) Damage (Melee): 9 acid Damage when hit (Melee): 14 acid / 10 light Changes resistances: +9% light Changes resistances penetration: +25% blight / +25% light Changes damage: +12% fire Talents granted: +1(+-1) Block Mental save: +9 (+3 eff.) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. Anti-Gravity Boots (8 def, 8 armour) (On feet)]Porunn the pair of hardened leather boots (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-5) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-8%) Changes stats: +0(-5) Str / +0(-4) Dex / +8 Wil / +3 Cun / +5 Con Changes resistances: +13%(+3%) fire / +16% cold Changes resistances penetration: +5% mind / +7% physical Changes damage: +0%(-10%) fire Pinning immunity: +0% (-50%) Equilibrium when hit: +0.08 Mindpower: +6 (+2 eff.) Steampower: +0 (+0 eff.) (-3 (-2 eff.)) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
[vs. Anti-Gravity Boots (8 def, 8 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Stormbane' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-3) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-8%) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 6 acid Changes stats: +0(-5) Str / +0(-4) Dex Changes resistances: +18% lightning / +15%(+5%) fire / +12% cold Changes resistances penetration: +25% acid / +25% mind / +20% arcane Changes damage: +18% acid / +0%(-10%) fire Pinning immunity: +0% (-50%) Steampower: +0 (+0 eff.) (-3 (-2 eff.)) A pair of boots made of leather. |
[vs. Duryhor the brass lantern (Light source)]This item will automatically be transmogrified when you leave the level. Yvyletha the Scorchbringer Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 27 fire Changes stats: +11 Wil Changes resistances: +10% fire / +0%(-9%) mind / +0%(-5%) arcane Changes resistances penetration: +25% blight / +0%(-15%) physical Changes damage: +15% acid / +12% fire Maximum mana: +100.00 Light radius: +5 (-1) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
[vs. Brandraptor the steel torque of clear mind [power 2] (25 cooldown) (Tool)]sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +0.0% (-4.0%) Changes stats: +1 Str / +0(-1) Dex / +0(-3) Mag / +0(-2) Wil / +1 Cun / +0(-1) Con Changes resistances: +0%(-6%) fire Changes resistances penetration: +0%(-20%) physical Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Only die when reaching: +0.00 life (+40.00 life) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 100% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Adventurer Build the Cornac Adventurer level 11
1st Flare 122nd year of Ascendancy at 08:36 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Adventurer Build the Cornac Adventurer level 28
74th Haze 122nd year of Ascendancy at 13:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Adventurer Build the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 21:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Adventurer Build the Cornac Adventurer level 20
68th Dusk 122nd year of Ascendancy at 22:10 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Adventurer Build the Cornac Adventurer level 30
80th Haze 122nd year of Ascendancy at 09:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Adventurer Build the Cornac Adventurer level 31
80th Haze 122nd year of Ascendancy at 19:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Adventurer Build the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 22:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Adventurer Build the Cornac Adventurer level 22
49th Haze 122nd year of Ascendancy at 10:05 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Adventurer Build the Cornac Adventurer level 16
16th Dusk 122nd year of Ascendancy at 00:06 see stats
Log
Adventurer Build is afflicted by a rotting disease!
Adventurer Build hits Something for 31 physical damage.
Something hits Adventurer Build for (90 blocked), (25 flat reduction), 0 darkness, (82 blocked), 0 light (0 total damage).
The protective shield of Adventurer Build disappears.
Talent Heavy Impact is ready to use.
Talent Weapon of Light is ready to use.
Dissolved Face from Siluldanor the corrupted acidic digestor hits Adventurer Build for (90 blocked), (25 flat reduction), (18 to time), 0 darkness, (90 blocked), (25 flat reduction), (2 to time), 0 blight (0 total damage).
Rotting Disease from Siluldanor the corrupted acidic digestor hits Adventurer Build for (48 blocked), 0 blight (0 total damage).
Adventurer Build receives 17 healing from Temporal Restoration Field.
Adventurer Build misses Something.
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
Adventurer Build casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something hits Adventurer Build for (25 flat reduction), 0 darkness (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around Adventurer Build stabilizes to normal.
Your shield crumbles under the damage!
The shield around Adventurer Build crumbles.
Something damages himself through Martyrdom!
Adventurer Build hits Something for 6 blight, 3 blight (9 total damage).
Dissolved Face from Siluldanor the corrupted acidic digestor hits Adventurer Build for (25 flat reduction), (96 to time), (15 absorbed), 0 darkness, (25 flat reduction), (45 absorbed), 47 blight (47 total damage).
Rotting Disease from Siluldanor the corrupted acidic digestor hits Adventurer Build for (25 flat reduction), 22 blight (22 total damage).
Adventurer Build receives 17 healing from Temporal Restoration Field.
Adventurer Build activates Weapon of Light.
Something damages himself through Martyrdom!
Something hits Adventurer Build for (25 flat reduction), 78 physical (78 total damage).
Adventurer Build hits Something for 12 physical damage.
Adventurer Build the level 31 cornac adventurer was bludgeoned to death by Siluldanor the corrupted acidic digestor on level 1 of The Godfeaster.










































































