
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Quick Drown NPCs AOE 1.5.10 Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.0Official 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 Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 37 / 50% |
Size | medium |
Lifes / Deaths | Killed by Porykira the bandit at level 10 on the 40th Dusk 122nd year of Ascendancy at 13:30 / 11Killed by Eiliniwe the white worm mass at level 10 on the 40th Dusk 122nd year of Ascendancy at 14:49 Killed by Gunsnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 06:55 Killed by Gunsnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 09:57 Killed by Gunsnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 11:24 Killed by Gunsnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 12:29 Killed by Yvobretira the poison ivy at level 16 on the 70th Dusk 122nd year of Ascendancy at 22:22 Killed by Bethama the grave wight at level 21 on the 15th Haze 122nd year of Ascendancy at 20:20 Killed by Xiriawe the wolf at level 23 on the 20th Haze 122nd year of Ascendancy at 14:56 Killed by Emibreta the crimson ooze at level 26 on the 31st Haze 122nd year of Ascendancy at 02:45 Killed by Aerinn the giant ice ant at level 33 on the 69th Regrowth 123rd year of Ascendancy at 03:53 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 32 (base 12) |
Constitution | 20 (base 12) |
Magic | 104 (base 60) |
Willpower | 72 (base 30) |
Cunning | 89 (base 60) |
Resources
Mana | 736/736 |
Equilibrium | 30 |
Vim | 225/236 |
Life | 392/392 |
Steam | 100/100 |
Stamina | 360/360 |
Psi | 419/419 |
Healing Factor | 1.4370588855781 |
Regeneration | 67.966320754124 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +123.77645768416% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 60.570192710842 |
See Invisible | 60.570192710842 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 80 |
Accuracy | 70 |
Crit Chance | 51% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 70 |
Crit Chance | 50% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Arcane | +40% |
Cold | +32% |
All | +2% |
Darkness | +23% |
Light | +26% |
Temporal | +22% |
Physical | +28% |
Mind | +8% |
Fire | +44% |
Lightning | +41% |
Offense: Damage Penetration
Physical | +59% |
Lightning | +25% |
Acid | +40% |
Temporal | +20% |
Darkness | +15% |
Arcane | +5% |
Cold | +10% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 39.667179279108 (48.304188961773%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 8.0695406001848 |
Physical Save | 31.65 |
Spell Save | 50.5 |
Mental Save | 44 |
Defense: Resistances
Acid | + 54%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 27%( 70%) |
All | + 13%( 70%) |
Physical | + 36%( 70%) |
Darkness | + 37%( 70%) |
Light | + 33%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 67%( 70%) |
Fire | + 26%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Poison Resistance | 61% |
Blind Resistance | 100% |
Silence Resistance | 69% |
Bleed Resistance | 41% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 654 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 195 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 Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Dirges | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Tempest of Metal |
talent | Thermal Shield |
talent | Mitosis |
talent | Kinetic Shield |
talent | Crystalline Focus |
talent | Beyond the Flesh |
talent | Dirge of Famine |
talent | Hardened Core |
talent | Elemental Harmony |
talent | Grinding Shield |
beneficial effect | Increases defense by 14. Mobile Defense |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+24% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 287. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talents granted: +5 Flame Bolts +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +37 (+8 eff.) Armour: +3 Damage (Melee): 10 arcane Damage when hit (Melee): 8 arcane Changes stats: +9 Dex / +7 Mag / +6 Wil Changes resistances: +8% arcane Changes resistances penetration: +5% arcane Changes damage: +8% arcane / +3% blight Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +5 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +16 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Physical save: +6 (+2 eff.) Vim when firing critical spell: +1.00 Maximum stamina: +20.00 Light radius: +3 Healing mod.: +11% 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +25% lightning / +15% darkness Changes damage: +6% darkness Silence immunity: +29% Confusion immunity: +26% Stun/Freeze immunity: +28% Stamina each turn: +0.60 Maximum stamina: +15.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +5% arcane Changes resistances penetration: +5% physical Blindness immunity: +10% Confusion immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 9, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +6 Cun / +6 Wil Changes resistances: +6% acid / +12% mind Changes resistances penetration: +15% acid / +25% fire Changes damage: +6% mind / +12% fire Vim when hit: +3.00 Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Dex / +8 Mag / +6 Wil / +7 Cun Changes resistances: +17% acid / +15% fire / +13% lightning / +16% cold Mana each turn: +0.04 Vim when hit: +3.00 Maximum mana: +80.00 Spellpower: +17 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% lightning / +6% light / +5% arcane / +15% acid Changes resistances penetration: +10% cold Spell save: +18 (+4 eff.) Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +50% Healing mod.: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +102 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 9% chance to reduce all saves and defense by 31 Effects when hit in melee: * 21% chance to reduce all saves and defense by 31 Talents granted: +5 Cursed Arm +3 Block Critical mult.: +27.00% 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! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +5 Dex / +4 Cun / +7 Lck Changes resistances: +9% acid / +9% nature / +15% lightning Changes resistances penetration: +25% acid Changes damage: +9% lightning Trap disarming bonus: +17 Stealth bonus: +8 Infravision radius: +5 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +72 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +15 physical / +11 light / +13 darkness When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +7 Mag / +4 Wil / +7 Cun Changes resistances: +16% physical / +17% light / +18% darkness Changes damage: +14% light / +15% darkness Talent granted: +2 Block Slows Projectiles: +26% Bonus block near projectiles: +29 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! |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Mag / +3 Wil Spell save: +7 (+1 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Talent granted: +5 Fiery Cleansing Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +10 Dex / +5 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% cold Changes damage: +15% light Infravision radius: +3 See invisible: +6 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +25 (+8 eff.) Changes resistances: +28% lightning / +2% physical / +12% mind Physical save: +9 (+3 eff.) Disease immunity: +20% Stun/Freeze immunity: +70% Life regen: +4.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Changes resistances: +3% temporal / +21% cold / +22% fire Talent masteries: +0.34 Technique / Pugilism +0.34 Chronomancy / Speed Control Critical mult.: +10.00% Only die when reaching: -60.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +16 Changes resistances: +22% fire / +11% cold Critical mult.: +14.00% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Mental save: +6 (+2 eff.) Confusion immunity: +14% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 11 light / 9 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 25% * 10% chance to blind Changes damage: +10% light / +15% darkness Life regen: +3.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% temporal Pinning immunity: +23% Knockback immunity: +26% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% blight Changes resistances penetration: +10% mind Changes damage: +7% temporal / +6% darkness / +31% blight / +6% fire / +6% light / +6% physical Talent mastery: +0.37 Psionic / Possession Critical mult.: +17.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 8 fire / 10 cold Changes stats: +20 Lck Changes resistances: +12% nature Changes resistances penetration: +20% cold Changes damage: +30% nature Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Defense: +16 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +6% temporal Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Mindpower: +30 (+10 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Cun / +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Psi when hit: +0.08 See invisible: +6 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes resistances: +6% light / +18% acid Changes damage: +9% arcane Physical save: +15 (+5 eff.) Spell save: +9 (+2 eff.) Disarm immunity: +52% Pinning immunity: +32% Knockback immunity: +28% Life regen: +4.00 Maximum life: +28.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +13 (+4 eff.) Changes stats: +7 Cun / +3 Wil Changes resistances: +12% nature Changes damage: +15% lightning Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +10 Defense: +11 (+3 eff.) Fatigue: -8% Changes resistances: +12% blight / +6% temporal / +5% arcane Changes damage: +6% darkness Maximum encumbrance: +34 Spell save: +3 (+1 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +32% Maximum life: +36.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 4 light Changes stats: +7 Dex / +1 Wil Changes damage: +9% mind Life regen: +9.00 Maximum life: +51.00 Light radius: +3 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +3 Wil Changes resistances penetration: +5% mind Changes damage: +3% nature / +9% mind Mental save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +7 Str / +6 Con Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +7 Str / +6 Con Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 15 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 10 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +21 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Stun/Freeze immunity: +20% Life regen: +2.00 Vim when hit: +0.00 Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+7 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Str / +4 Con Changes resistances: +26% light / +12% mind Changes resistances penetration: +10% blight Changes damage: +13% light / +3% physical Silence immunity: +20% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 2 lightning / 2 darkness Changes stats: +10 Str / +3 Dex / +4 Cun Changes resistances: +20% blight / +23% darkness / +16% arcane Changes damage: +9% darkness Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+4 eff.) Spell save: +17 (+4 eff.) When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 lightning / 3 fire / 7 arcane / 5 cold Changes stats: +8 Mag / +8 Wil Changes resistances: +5% arcane Changes damage: +6% arcane Spellpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 ice / +9 lightning / +6 fire / +4 arcane / +4 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +7 Cun / +3 Dex Changes resistances penetration: +10% blight Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A hat made of leather. Very stylish. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil Changes resistances penetration: +10% blight Changes damage: +21% mind Physical save: +7 (+3 eff.) Psi when hit: +0.24 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +4.00 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +13 Str / +5 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 68.4 Physical damage. If the attack hits, the target is confused (35% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Cun / +4 Wil Mana each turn: +0.80 Mana when hit: +0.70 Maximum mana: +40.00 Spellpower: +5 (+1 eff.) Mindpower: +4 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Overpower Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +33% blight / +33% fire / +33% physical Reduce damage by fixed amount: +23 blight / +23 fire / +23 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +21% blight / +21% fire / +21% darkness Changes damage: +28% blight / +28% fire / +28% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +33% acid / +33% darkness / +33% blight Reduce damage by fixed amount: +23 acid / +23 darkness / +23 blight Demon status: alive (100% life). The seed of a demon. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +6 Str / +4 Con Changes resistances: +11% nature / +2% physical Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +3% fire / +9% light / +5% arcane Blindness immunity: +36% Disarm immunity: +20% Confusion immunity: +30% Pinning immunity: +20% Light radius: +11 See stealth: +19 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% blight / +3% temporal Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +43.00 Spell crit. chance: +2% Light radius: +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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 375/400. 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
Achievements
By OozeAsking the Cornac Adventurer level 26
35th Haze 122nd year of Ascendancy at 23:58 see stats
By OozeAsking the Cornac Adventurer level 32
31st Regrowth 123rd year of Ascendancy at 07:31 see stats
By OozeAsking the Cornac Adventurer level 36
18th Pyre 123rd year of Ascendancy at 19:22 see stats
By OozeAsking the Cornac Adventurer level 7
17th Dusk 122nd year of Ascendancy at 12:44 see stats
By OozeAsking the Cornac Adventurer level 35
7th Pyre 123rd year of Ascendancy at 05:57 see stats
By OozeAsking the Cornac Adventurer level 36
18th Pyre 123rd year of Ascendancy at 13:50 see stats
By OozeAsking the Cornac Adventurer level 22
17th Haze 122nd year of Ascendancy at 10:58 see stats
By OozeAsking the Cornac Adventurer level 34
70th Regrowth 123rd year of Ascendancy at 19:07 see stats
By OozeAsking the Cornac Adventurer level 32
31st Regrowth 123rd year of Ascendancy at 06:57 see stats
By OozeAsking the Cornac Adventurer level 10
36th Dusk 122nd year of Ascendancy at 03:26 see stats
By OozeAsking the Cornac Adventurer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 09:39 see stats
By OozeAsking the Cornac Adventurer level 30
16th Regrowth 123rd year of Ascendancy at 04:25 see stats
By OozeAsking the Cornac Adventurer level 27
64th Haze 122nd year of Ascendancy at 16:09 see stats
By OozeAsking the Cornac Adventurer level 36
23rd Pyre 123rd year of Ascendancy at 15:45 see stats
By OozeAsking the Cornac Adventurer level 27
66th Haze 122nd year of Ascendancy at 17:59 see stats
By OozeAsking the Cornac Adventurer level 10
40th Dusk 122nd year of Ascendancy at 13:24 see stats
By OozeAsking the Cornac Adventurer level 10
39th Dusk 122nd year of Ascendancy at 15:57 see stats
By OozeAsking the Cornac Adventurer level 32
31st Regrowth 123rd year of Ascendancy at 07:31 see stats
By OozeAsking the Cornac Adventurer level 27
67th Haze 122nd year of Ascendancy at 11:07 see stats
By OozeAsking the Cornac Adventurer level 12
44th Dusk 122nd year of Ascendancy at 20:10 see stats
By OozeAsking the Cornac Adventurer level 25
30th Haze 122nd year of Ascendancy at 06:41 see stats
By OozeAsking the Cornac Adventurer level 17
71st Dusk 122nd year of Ascendancy at 10:21 see stats
Log
Today is the 35th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 36th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 37th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:11.
Today is the 38th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Saving game...
Saving done.
Today is the 39th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 40th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
Today is the 41st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 42nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 43rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 44th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:56.
Saving game...
Saving done.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
You cannot do that on the world map.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.