Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.5Quality 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.4.8Donators/Buyers bonus! Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 18 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Godhetira the green mold at level 10 on the 12nd Profit 122nd year of Ascendancy at 16:21 0 / 6Killed by Cyrora the crimson crystal at level 17 on the 2nd Wealth 122nd year of Ascendancy at 06:07 Killed by Islysera the white crystal at level 17 on the 2nd Wealth 122nd year of Ascendancy at 12:00 Killed by saw horror at level 18 on the 4th Wealth 122nd year of Ascendancy at 20:26 Killed by saw horror at level 18 on the 4th Wealth 122nd year of Ascendancy at 21:41 Killed by saw horror at level 18 on the 4th Wealth 122nd year of Ascendancy at 23:09 |
Primary Stats
| Strength | 48 (base 38) |
| Dexterity | 15 (base 14) |
| Constitution | 25 (base 16) |
| Magic | 46 (base 42) |
| Willpower | 28 (base 20) |
| Cunning | 16 (base 14) |
Resources
| Paradox | 325 |
| Mana | 292/292 |
| Psi | 108/108 |
| Vim | 200/200 |
| Life | -3/461 |
| Positive | 79/81 |
| Stamina | 135/158 |
| Equilibrium | 15 |
| Healing Factor | 1.1153846153847 |
| Regeneration | 0.27884615384617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +116% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 53 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 53 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 129.18334834542 (100%) |
| Defense | 31 |
| Ranged Defense | 38 |
| Fatigue | 46 |
| Physical Save | 51 |
| Spell Save | 47 |
| Mental Save | 35 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Bleed Resistance | 22% |
| Confusion Resistance | 45% |
| Stun Resistance | 100% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 84%. |
Class Talents
| Corruption / Doom shield | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Matter Weaving |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| talent | Reality Smearing |
| talent | Shards |
| talent | Shield Wall |
| talent | Hardened Core |
| talent | Disintegration |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 48.01 fire damage per turn. Burning |
| detrimental effect | Damage received in the past is returned as 14.05 paradox damage per turn. Reality Smearing |
| detrimental effect | Huge cut that bleeds, doing 1.90 physical damage per turn. Bleeding |
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 failed to protect the lone alchemist from death by snow giant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. | 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 within | active |
Equipment
| Psionic focus | Politira the dwarven-steel greatsword (39-62.4 power, 7 apr) Politira the dwarven-steel greatsword (39-62.4 power, 7 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 cold Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 physical Changes stats: +4 Str Mental crit. chance: +2% Massive two-handed swords. Press to compare |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
| On head | rough leather hat of constitution (+3) (0 def, 1 armour) rough leather hat of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A hat made of leather. Very stylish. Press to compare |
| Tool | Satyrwasp the dwarven-steel torque of mindblast [power 201] (6 cooldown) Satyrwasp the dwarven-steel torque of mindblast [power 201] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Maximum wards: +2 physical / +2 mind / +3 darkness Talent granted: +1 Ward Spell save: +9 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 It can be used to fire a blast of psionic energies in a range 7 beam dealing 100.50 to 201.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
| On fingers | Blackquill the steel ring Blackquill the steel ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +10 (+5 eff.) Changes stats: +2 Cun / +2 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Spell save: +4 (+1 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +25% Vim when hit: +2.00 Maximum life: +26.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 88% 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 can have magical properties. Press to compare |
| On fingers | copper ring 'Vorossra' copper ring 'Vorossra' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes damage: +12% blight Mental save: +6 (+3 eff.) Confusion immunity: +23% Vim when hitting in melee: +2.00 Mana when firing critical spell: +3.00 Maximum vim: +50.00 Spell crit. chance: +2% Rings can have magical properties. Press to compare |
| Around neck | Neragakira the steel amulet Neragakira the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind / +9% darkness / +12% light / +5% arcane Confusion immunity: +22% Amulets can have magical properties. Press to compare |
| In main hand | Salildamina the Noonwill (8 def, 6 armour, 26-31.2 power, 85.5 block) Salildamina the Noonwill (8 def, 6 armour, 26-31.2 power, 85.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +86 On weapon hit: * 13% chance to corrode armour by 30% Burst (radius 1) on hit: +12 light When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 5 acid Damage when hit (Melee): 14 acid Changes resistances: +3% acid / +24% fire / +12% mind / +3% nature Reduce damage by fixed amount: +8 fire Talent granted: +3 Block Handheld deflection devices. Press to compare |
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. Press to compare |
| In off hand | icy steel shield (6 def, 2 armour, 18-21.6 power, 41 block) icy steel shield (6 def, 2 armour, 18-21.6 power, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +41 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Reduce damage by fixed amount: +6 darkness Changes resistances penetration: +10% darkness Talent granted: +2 Block Handheld deflection devices. Press to compare |
| On hands | dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (5 def, 18 armour) impenetrable dwarven-steel plate armour of the dragon (5 def, 18 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +2 Str / +3 Con Changes resistances: +6% acid / +8% physical / +6% cold / +5% fire / +7% lightning Talent cooldown: Rush (-5 turns) Silence immunity: +0% Disarm immunity: +20% Stun/Freeze immunity: +23% Knockback immunity: +25% Global speed: +16% A suit of armour made of metal plates. Press to compare |
Inventory
medical injector implant (efficiency 80% / cooldown 56%) medical injector implant (efficiency 80% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare |
medical injector implant (efficiency 106% / cooldown 97%) medical injector implant (efficiency 106% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 97%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare |
steam generator implant of the wizard (steam 9) steam generator implant of the wizard (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Acid Groove schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Xanille XanilleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 16 acid / 4 physical Changes stats: +3 Str / +1 Dex Changes damage: +9% acid Physical save: +12 (+4 eff.) Vim when hitting in melee: +0.00 Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. deflecting dwarven-steel steamsaw of resilience (23-34.5 power, 14 apr)deflecting dwarven-steel steamsaw of resilience (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +44 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +14 (+7 eff.) Fatigue: +8% Talent granted: +2 Block Maximum life: +43.00 Deflect projectiles away: +4% 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! Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw 'Ichorcast' (22.5-33.75 power, 14 apr)dwarven-steel steamsaw 'Ichorcast' (22.5-33.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Burst (radius 2) on crit: +8 arcane Attacks use: 1.0 Steam When used to attack (with talents): Burst (radius 1) on hit: +8 nature / +8 arcane When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes resistances: +19% fire Changes damage: +12% arcane Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Press to compare |
This item will automatically be transmogrified when you leave the level. Arenarigas (2 def, 6 armour)Arenarigas (2 def, 6 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane / +12% darkness Mental save: +9 (+5 eff.) Disarm immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
61 alchemist agate 61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [daelach] (level 27, mainhand) demon seed [daelach] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 13, body) demon seed [dolleg] (level 13, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 14, mainhand) demon seed [dolleg] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 2 The seed of a demon. |
demon seed [dolleg] (level 26, offhand) demon seed [dolleg] (level 26, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +23% blight Reduce damage by fixed amount: +13 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 10, finger) demon seed [dúathedlen] (level 10, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 12, mainhand) demon seed [dúathedlen] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 15, body) demon seed [dúathedlen] (level 15, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 16, finger) demon seed [dúathedlen] (level 16, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 19, mainhand) demon seed [dúathedlen] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 21, body) demon seed [dúathedlen] (level 21, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 11, offhand) demon seed [fire imp] (level 11, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +16% fire Reduce damage by fixed amount: +6 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 13, finger) demon seed [fire imp] (level 13, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 14, finger) demon seed [fire imp] (level 14, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 16, body) demon seed [fire imp] (level 16, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, finger) demon seed [fire imp] (level 19, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, offhand) demon seed [fire imp] (level 19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% fire Reduce damage by fixed amount: +10 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 28, body) demon seed [forge-giant] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
demon seed [quasit] (level 15, finger) demon seed [quasit] (level 15, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 16, body) demon seed [quasit] (level 16, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 18, mainhand) demon seed [quasit] (level 18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 19, mainhand) demon seed [quasit] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 13, finger) demon seed [thaurhereg] (level 13, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 14, body) demon seed [thaurhereg] (level 14, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +45% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 14, finger) demon seed [thaurhereg] (level 14, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 17, offhand) demon seed [thaurhereg] (level 17, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +2 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 18, body) demon seed [thaurhereg] (level 18, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +52% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 18, finger) demon seed [thaurhereg] (level 18, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 19, mainhand) demon seed [thaurhereg] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 2 The seed of a demon. |
demon seed [uruivellas] (level 13, body) demon seed [uruivellas] (level 13, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +13% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 13, offhand) demon seed [uruivellas] (level 13, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +2 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 15, finger) demon seed [uruivellas] (level 15, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 17, mainhand) demon seed [uruivellas] (level 17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 20, finger) demon seed [uruivellas] (level 20, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 20, offhand) demon seed [uruivellas] (level 20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +2 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 11, body) demon seed [water imp] (level 11, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 15, body) demon seed [water imp] (level 15, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 28, body) demon seed [wretch titan] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 24.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 17, body) demon seed [wretchling] (level 17, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, offhand) demon seed [wretchling] (level 20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% acid Reduce damage by fixed amount: +10 acid Demon status: alive (100% life). The seed of a demon. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)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, costing 1 power out of 24/24. 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Voritk the Dwarf Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 13:44 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Voritk the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 14:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Voritk the Dwarf Adventurer level 10
1st Profit 122nd year of Ascendancy at 10:16 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Voritk the Dwarf Adventurer level 17
1st Wealth 122nd year of Ascendancy at 23:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Voritk the Dwarf Adventurer level 10
3rd Profit 122nd year of Ascendancy at 07:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Voritk the Dwarf Adventurer level 14
28th Profit 122nd year of Ascendancy at 21:08 see stats
Log
Voritk performs a melee critical strike against Luminous horror!
Voritk performs a melee critical strike against Luminous horror!
Luminous horror HEALS from light damage!
Luminous horror HEALS from light damage!
Voritk hits Luminous horror for (43 absorbed), 0 physical, (13 absorbed), 0 cold, (6 absorbed), 0 acid, (6 absorbed), 0 cold, (50 absorbed), 17 physical, 6 acid, 6 cold, 0 light, 13 healing, 29 physical, 13 cold, 6 acid, 6 cold, 71 physical, 6 acid, 6 cold, 0 light, 13 healing, 29 physical, 13 cold, 6 acid, 6 cold (224 total damage) [26 healing].
Voritk hits Luminous horror for 0 light, 13 healing, 0 light, 13 healing (0 total damage) [26 healing].
Luminous horror casts Firebeam.
Luminous horror HEALS from fire damage!
Voritk converts damage to paradox!
Luminous horror hits Luminous horror for 0 fire, 65 healing (0 total damage) [65 healing].
Luminous horror hits Voritk for (8 resist armour), (22 converted), 52 fire (52 total damage).
Voritk converts damage to paradox!
Something hits Voritk for (24 to psi shield), (64 converted), 150 physical (150 total damage).
Gloreta the luminous horror casts Firebeam.
Gloreta the luminous horror's spell attains critical power!
Luminous horror HEALS from fire damage!
Voritk converts damage to paradox!
Gloreta the luminous horror hits Luminous horror for 0 fire, 56 healing (0 total damage) [56 healing].
Gloreta the luminous horror hits Voritk for (8 resist armour), (19 converted), 44 fire (44 total damage).
Luminous horror casts Firebeam.
You feel the edges of spacetime begin to ripple and bend!
Saw horror slows down.
Voritk starts to bleed.
Voritk converts damage to paradox!
Burning from Xanirialewen the blade horror hits Voritk for (8 resist armour), (8 converted), 18 fire (18 total damage).
Voritk's Beyond the Flesh hits Saw horror for (21 to psi shield), 14 physical, 16 cold, (2 to psi shield), 1 acid, 5 cold (37 total damage).
Luminous horror hits Voritk for (8 resist armour), (23 converted), 53 fire (53 total damage).
Saw horror hits Voritk for (4 to psi shield), (4 converted), 8 physical (8 total damage).
Saw horror is fully armored again.
Saving game...
