











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Allow Respec Anywhere 1.2.3Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! 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 | Madness Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 379% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 157 (base 60) |
| Dexterity | 92 (base 60) |
| Constitution | 99 (base 60) |
| Magic | 92 (base 60) |
| Willpower | 99 (base 60) |
| Cunning | 104 (base 60) |
Resources
| Mana | 8347/8347 |
| Steam | 132/132 |
| Vim | 7744/7744 |
| Life | 65322/65322 |
| Positive | 7545/7545 |
| Stamina | 7918/7918 |
| Paradox | 300 |
| Healing Factor | 1.7444797762403 |
| Regeneration | 1380.2925649603 |
Speed
| Mental | -1.2223555501123E-11% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 11.722902093797 |
| See Stealth | 88.30334345891 |
| See Invisible | 97.30334345891 |
Offense: Mainhand
| Damage | 244 |
| Accuracy | 83 |
| Crit Chance | 100% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +33% |
| Darkness | +15% |
| Light | +113% |
| Mind | +3% |
| Blight | +12% |
| Arcane | +39% |
| Fire | +88% |
| All | 0% |
Offense: Damage Penetration
| Nature | +44% |
| Darkness | +40% |
| Light | +82% |
| Temporal | +67% |
| Fire | +40% |
| Arcane | +55% |
| Mind | +59% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 142.03610050312 (100%) |
| Defense | 106 |
| Ranged Defense | 106 |
| Fatigue | 0 |
| Physical Save | 79 |
| Spell Save | 83 |
| Mental Save | 87 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 61%( 70%) |
| Cold | + 70%( 70%) |
| All | + 35%( 70%) |
| Physical | + 40%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 52%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/5)
| Runes | Effective talent level: 2.5 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 100 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 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%. |
Class Talents
| Celestial / Guardian | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Chant of Fortitude |
| talent | Searing Sight |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Corruption of the Doomed |
| talent | Defensive Posture |
| talent | Aether Permeation |
| talent | Contingency |
| talent | Righteous Strength |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * You've found the needed snow giant kidney. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Salyvena the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +5 Wil +4 Cun +11 Lck dps ---------- Res.pen +15% darkness +17% temporal ----- def ----- Armour +5 Resists +4% physical +23% temporal +21% darkness +3% mind Phys.save +26 (+5 eff.) Spell.save +16 (+3 eff.) Mind.save +15 (+3 eff.) Stealth +12 Poison- +20% Disarm- +20% Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +29 Res/telep +20% Dur/telep +24% A pair of boots made of leather. |
| Light source | brass lantern 'Shiverobsidian'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Resists +3% acid +6% fire +6% cold ---------- misc Light +3 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 | drakeskin leather cap 'Glorilaith' (8 def, 14 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +9 Dex +14 Wil +9 Cun +8 Con dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +6% arcane +9% blight Res.pen +10% arcane ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +14% blight +7% all Phys.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/s.crit +2.48 Vim/s.crit +2.48 Max.mana +80.00 A cap made of leather. |
| On hands | Smolderwisp (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +5 Cun +6 Con dps ---------- Melee+ 11 fire Dmg.mod +32% fire Res.pen +10% arcane +15% fire ----- def ----- Armour +3 Resists +8% light +8% fire +9% darkness +5% arcane Phys.save +24 (+5 eff.) Spell.save +7 (+1 eff.) Mind.save +8 (+2 eff.) Disarm- +137% ---------- misc Infravis +2 Talents +5 Iron Grip Unarmed combat: Power 25.0 - 27.5 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +20 physical On Crit.r2 +11 fire +46 light +47 darkness On Hit: 10% Juggernaut 1 On Hit: 10% Fire Breath 5 Starfall: Puts all charms on 11 cooldown Level 2.5 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 154.86 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Unrehor the Singegrinder (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +3 Wil +2 Cun dps ---------- Melee Ret 2 arcane ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hontir the Magmahack0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +4 Mag +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 12 light Ranged+ 13 light Dmg.mod +18% fire +12% nature +11% light ----- def ----- Resists +24% nature ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | Getizor the Growthwish0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +21% nature Res.pen +25% temporal Melee Ret 8 lightning 6 temporal On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Mind.save +10 (+2 eff.) Rings make your fingers look great! |
| Around neck | Aerohir0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Dex dps ---------- Crit.mult +15.00% Melee Ret 10 blight ----- def ----- Resists +13% light +14% darkness Blind- +26% ---------- misc Light +3 Infravis +3 See.Invis +9 Amulets make your neck look great! |
| In main hand | dragonbone starstaff 'Naturetitan' (30-36 power, 6 apr, light element) 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 158 damage While equipped: Stats +15 Str +4 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light +27% arcane Res.pen +19% nature +19% mind ----- def ----- Defense +15 (+2 eff.) Resists +6% arcane Crit.chn- 18.61% ---------- misc Light +5 Infravis +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 357.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Murkwake the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce damage dealt by 39% ----- def ----- Defense +10 (+1 eff.) Resists +3% temporal Spell.save +3 (+0 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | voratun shield of the stars (0 def, 10 armour, 74-88 power, 214 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 73.5 - 88.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 Melee+ +15 light +15 darkness While equipped: Stats +8 Cun +6 Mag dps ---------- Dmg.mod +15% light +15% darkness ----- def ----- Armour +10 Fatigue +8% Resists +19% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Moldwreath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun dps ---------- Dmg.mod +3% mind Res.pen +15% mind Acc +4 (+1 eff.) Apr +4 Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +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 | Delogrim the Shiverslicer (5 def, 30 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +17 Str +10 Dex +10 Mag +10 Wil +10 Cun +15 Con ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +12% Resists +4% physical +27% cold +6% arcane +18% fire Max.HP +73.00 Heal.mod +25% Stun/Frz- +25% A suit of armour made of mail. |
Inventory
medical injector implant of the duelist (efficiency 168% / cooldown 57%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -749; dur 8; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -749 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 749 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (546.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 546.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
Ichorwind0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +19% nature On Hit (Melee): * 25% chance to reduce all saves and defense by 49 ----- def ----- Armour +4 Resists +72% nature +25% blight Poison- +60% Disease- +58% Rings make your fingers look great! |
Scabstone the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Dmg.mod +3% nature ----- def ----- Resists +12% mind +6% nature Mind.save +6 (+2 eff.) Die.at -20.00 life HP.reg +4.00 Rings make your fingers look great! |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 4.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 518.84 fire damage, and flames will be left dealing a further 121.82 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Light Uses 40% Wil, 60% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +4% light +2% all Ametrine: Light Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 40% Wil, 60% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 40% Wil, 70% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 112 temporal damage and slows enemies in radius 6 of the target by 122% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 6 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkreeve (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 4 blight 6 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +4 Fatigue +2% Resists +3% blight +3% lightning ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 274.08 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zogochak the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.04 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 28 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 123.23 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Murkwind (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +6% cold Melee Ret 2 blight 4 arcane 2 nature ----- def ----- Armour +7 Fatigue +22% Resists +17% acid +6% nature A suit of armour made of metal plates. |
Betewen the steel shield (0 def, 13 armour, 17-20 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 17.0 - 20.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Crit.r2 +16 light +16 fire On Hit: * Deal physical damage equal to your armor (142) While equipped: dps ---------- Phys.pwr +20 (+3 eff.) On shield block: * Deals 201 light and fire damage to each enemy blocked ----- def ----- Armour +13 Fatigue +8% Resists +19% lightning +7% fire +6% light ---------- misc Stam/turn +1.00 Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 9-11 power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
316 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 400.99 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 400.99 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Plaidodin the Doomelf Sun Paladin level 50
38th Haze 122nd year of Ascendancy at 22:07 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Plaidodin the Doomelf Sun Paladin level 49
55th Dusk 122nd year of Ascendancy at 06:34 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Plaidodin the Doomelf Sun Paladin level 6
76th Pyre 122nd year of Ascendancy at 11:19 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Plaidodin the Doomelf Sun Paladin level 38
8th Dusk 122nd year of Ascendancy at 19:29 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Plaidodin the Doomelf Sun Paladin level 48
24th Dusk 122nd year of Ascendancy at 10:40 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Plaidodin the Doomelf Sun Paladin level 40
10th Dusk 122nd year of Ascendancy at 19:21 see stats
Hell has no fury like a demon scorned! (Madness (Roguelike) difficulty)
Escaped the Searing Halls.By Plaidodin the Doomelf Sun Paladin level 9
76th Pyre 122nd year of Ascendancy at 20:44 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Plaidodin the Doomelf Sun Paladin level 50
38th Haze 122nd year of Ascendancy at 21:37 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Plaidodin the Doomelf Sun Paladin level 39
9th Dusk 122nd year of Ascendancy at 17:44 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Plaidodin the Doomelf Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 01:01 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Plaidodin the Doomelf Sun Paladin level 20
6th Flare 122nd year of Ascendancy at 14:30 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Plaidodin the Doomelf Sun Paladin level 30
10th Flare 122nd year of Ascendancy at 12:32 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Plaidodin the Doomelf Sun Paladin level 40
10th Dusk 122nd year of Ascendancy at 07:54 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Plaidodin the Doomelf Sun Paladin level 50
55th Dusk 122nd year of Ascendancy at 06:34 see stats
Once bitten, twice shy (Madness (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Plaidodin the Doomelf Sun Paladin level 32
1st Dusk 122nd year of Ascendancy at 02:17 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Plaidodin the Doomelf Sun Paladin level 50
36th Haze 122nd year of Ascendancy at 07:36 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Plaidodin the Doomelf Sun Paladin level 50
3rd Haze 122nd year of Ascendancy at 17:06 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Plaidodin the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Plaidodin the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Plaidodin the Doomelf Sun Paladin level 50
38th Haze 122nd year of Ascendancy at 22:07 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Plaidodin the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Plaidodin the Doomelf Sun Paladin level 46
21st Dusk 122nd year of Ascendancy at 21:48 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Plaidodin the Doomelf Sun Paladin level 3
74th Pyre 122nd year of Ascendancy at 18:30 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Plaidodin the Doomelf Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 11:31 see stats
Log
Lore found: Lessons of Inevitability - Unravel Existence
Lore found: gravestone
Lore found: demon statue: thaurhereg
Lore found: All Hail Queen Mirvenia the Inspirer!
Lore found: telepathic message (1)
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Talent Blinding Speed is ready to use.
Ran for 7 turns (stop reason: interesting terrain).
Today is the 39th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 7.49 gold from the melting of drakeskin leather armour of delving (20 def, 8 armour).
You gain 9.26 gold from the melting of magelord's elven-wood starstaff of might (25-30 power, 5 apr, darkness element).
You gain 10.00 gold from the melting of Crystal Shard (16-19 power, 4 apr, physical element).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.25 gold from the melting of healing infusion of the duelist (heal 270; cd 15).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.

















































































































































































