









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 33 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by eshortgated man at level 22 on the 48th Regrowth 123rd year of Ascendancy at 20:38 0 / 6Killed by venom drake at level 29 on the 60th Pyre 123rd year of Ascendancy at 17:22 Killed by shadow at level 30 on the 2nd Flare 123rd year of Ascendancy at 04:58 Killed by shadow at level 30 on the 2nd Flare 123rd year of Ascendancy at 06:46 Killed by Layyvena the forest wight at level 32 on the 34th Dusk 123rd year of Ascendancy at 23:45 Killed by Gloribrethra the saw horror at level 33 on the 37th Dusk 123rd year of Ascendancy at 22:53 |
Primary Stats
| Strength | 41 (base 21) |
| Dexterity | 19 (base 10) |
| Constitution | 36 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 68 (base 60) |
| Cunning | 66 (base 60) |
Resources
| Life | 626/626 |
| Psi | 448/448 |
| Steam | 100/100 |
| Healing Factor | 2.1393203883496 |
| Regeneration | 11.659296116505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 48 |
| Crit Chance | 31% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 48 |
| Crit Chance | 33% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +21% |
| Nature | +3% |
| Darkness | +4% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Nature | +3% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 25 (50%) |
| Defense | 22 |
| Ranged Defense | 31 |
| Fatigue | 4 |
| Physical Save | 27.84 |
| Spell Save | 27.84 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | + 13%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 25% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 80% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. |
| 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 154% efficiency and cooldown mod of 57%. Its effects scale with your Strength 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 162% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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 |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Branunik the pair of voratun boots (0 def, 13 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +13 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +10% acid / +15% fire / +11% lightning / +10% cold Changes resistances penetration: +10% physical Talent granted: +5 Rocket Boots Only die when reaching: -40.00 life Maximum life: +10.00 Spellpower: +5 (+3 eff.) Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 58.52 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Eilinuriabrekira the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +0 Cun / +2 Con Changes resistances: +9% nature / +6% fire Spell save: +5 (+2 eff.) Mental save: +0 (+0 eff.) Silence immunity: +25% Maximum life: +69.00 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +35% A cap made of leather. |
| On hands | umbral iron gauntlets of dispersion (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane / 6 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +3% arcane / +6% darkness Changes damage: +4% darkness Talent granted: +5 Fatal Attractor It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ce'Nevea the Gleampain [power 82] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% mind Changes damage: +24% mind / +12% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 8 (based on Willpower) for 82, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Duskqueller the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +6% mind / +12% temporal / +10% light / +19% darkness Blindness immunity: +25% Stun/Freeze immunity: +25% Amulets can have magical properties. |
| In main hand | Morningspar (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This parasitic mindstar will draw strength from other psionic mindstars. Power: 87% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +4% nature Changes resistances penetration: +3% nature Changes damage: +3% nature / +9% light Talent mastery: +0.20 Wild-gift / Harmony Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Stun/Freeze immunity: +5% Life regen: +0.60 Equilibrium when hit: +0.80 Hate when firing a critical mind attack: +1.00 Maximum life: +14.00 Maximum hate: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life leech chance: +12% Life leech: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Xanitira the Woebolt (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +6 (+3 eff.) Changes stats: +1 Con Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Mental save: +4 (+2 eff.) Disarm immunity: +20% Hate when firing a critical mind attack: +4.00 Hate per kill: +2.00 Psi per kill: +4.00 Maximum hate: +9.00 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +11% Life leech: +15% It can be used to inflict 157.48 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Emelenn the cashmere cloak (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +1 Armour: +4 Defense: +2 (+1 eff.) Critical mult.: +6.00% Only die when reaching: -40.00 life Maximum life: +45.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Samymatar' (2 def, 4 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +1.0% Armour: +4 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun / +1 Con Changes resistances: +11% blight / +2% physical / +22% acid Changes damage: +15% acid Critical mult.: +13.00% Physical save: +6 (+2 eff.) Life regen: +3.70 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +83.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 118% / cooldown 65%)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 118% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 133% / cooldown 85%)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 133% efficiency and cooldown mod of 85%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion of the warrior (647% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 249 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 249 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 32)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 55)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 38)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Air Recycler Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
BlazereeveInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +9% fire / +15% light / +17% darkness Mental save: +6 (+3 eff.) Blindness immunity: +24% Equilibrium when hit: +0.28 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Cyrimiba the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +1 Wil Changes resistances: +9% blight Changes damage: +6% blight / +9% arcane Critical mult.: +5.00% Cut immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+3 eff.) Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 241 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
GunolegInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +13 Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Str / +3 Dex / +5 Lck Changes resistances: +15% nature / +14% blight Critical mult.: +14.00% Physical save: +10 (+4 eff.) Poison immunity: +24% Disease immunity: +29% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Rhirontir the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Str / +7 Mag / +6 Wil Reduces incoming crit damage: 15.00% Infravision radius: +3 Amulets can have magical properties. |
VorulaithPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Mag / +5 Wil Changes resistances penetration: +15% mind Changes damage: +4% darkness / +5% temporal / +4% light / +5% physical Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Yvyrevena the FlarewishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 4 temporal Changes resistances: +15% mind / +3% fire Changes resistances penetration: +5% fire Changes damage: +3% fire Teleport immunity: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Zugrim the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Str / +4 Wil Changes resistances: +3% temporal Changes damage: +3% temporal Physical save: +12 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +12 (+6 eff.) Life regen: +1.10 Amulets can have magical properties. |
clarifying gold amulet of mastery (0.15 Psionic / Discharge)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Talent mastery: +0.15 Psionic / Discharge Confusion immunity: +20% Amulets can have magical properties. |
copper amulet 'Erelin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Cun / +2 Con Changes resistances: +11% temporal Reduces incoming crit damage: 15.00% Pinning immunity: +26% Knockback immunity: +23% Infravision radius: +2 Amulets can have magical properties. |
copper amulet 'Flashpyre'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +21% fire Changes damage: +21% light Stun/Freeze immunity: +21% Amulets can have magical properties. |
steel amulet 'Nightbiter'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Fatigue: -7% Changes resistances: +6% darkness Changes resistances penetration: +25% fire Life regen: +2.90 Only die when reaching: -60.00 life Healing mod.: +20% Amulets can have magical properties. |
wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Blindness immunity: +10% Life regen: +0.50 Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Radhymarand the TempestwardInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% light Changes damage: +6% lightning Mental save: +6 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
Ravennaught the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Critical mult.: +15.00% Mental save: +7 (+4 eff.) Confusion immunity: +28% Psi when hit: +0.08 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
gold ring 'Samiyakalthokhad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 mind / 8 blight Changes damage: +30% blight / +12% mind Spellpower: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
steel ring 'Layyvea'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +9% acid / +9% cold Changes damage: +30% arcane Mental save: +7 (+4 eff.) Confusion immunity: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
steel ring 'Salekira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +6 Cun Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +10 (+4 eff.) Mental save: +12 (+6 eff.) Psi when hit: +0.04 Mental crit. chance: +2% Rings can have magical properties. |
wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of paradox (125% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 126% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 temporal When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +13% temporal Disarm immunity: +39% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.cured leather sling 'Scaldglean' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +4 Cun Changes resistances: +6% fire / +15% nature / +9% temporal Changes resistances penetration: +16% physical Physical save: +6 (+2 eff.) Disarm immunity: +25% Slings are used to hurl stones or metal shots at your foes. |
BurnkarmaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +12% mind / +18% fire Changes resistances penetration: +10% fire Changes damage: +18% mind Physical save: +7 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Pitchfiend Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +12% nature / +5% arcane / +3% mind Spell save: +10 (+4 eff.) Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
balancing hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Fatigue: -6% Changes stats: +5 Cun / +4 Dex Maximum encumbrance: +22 Mental crit. chance: +5% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Bleakjeer' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +5 Cun / +7 Wil Changes resistances penetration: +10% darkness Changes damage: +15% darkness Critical mult.: +20.00% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 47.73 to 59.67 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Xanutta (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +4 Mag / +2 Wil / +5 Cun / +5 Lck Reduces incoming crit damage: 15.00% Stealth bonus: +10 Light radius: +3 See invisible: +6 A pair of boots made of leather. |
pair of hardened leather boots 'Murkmalice' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Maximum encumbrance: +31 Physical save: +39 (+13 eff.) Only die when reaching: -80.00 life Maximum stamina: +10.00 A pair of boots made of leather. |
pair of iron boots 'Dazzledream' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes stats: +2 Str Changes resistances penetration: +10% light Changes damage: +15% physical Stamina each turn: +0.20 Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Elumira' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +5 Dex Changes resistances penetration: +15% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zuboda the rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 cold Changes resistances: +12% temporal / +6% cold Changes damage: +3% cold Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cinder dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 fire Changes stats: +4 Mag Changes resistances: +6% fire Changes damage: +6% arcane / +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Damage (Melee): 8 acid Changes stats: +3 Str Changes resistances: +8% acid Changes damage: +6% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Gloralravea the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes damage: +9% mind Physical save: +15 (+5 eff.) Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shimmerhack (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +25% mind Changes damage: +9% lightning Mental save: +0 (+0 eff.) Silence immunity: +0% Psi when hit: +0.12 Mindpower: +8 (+2 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.hardened leather hat (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A hat made of leather. Very stylish. |
hardened leather hat 'Tarriharadin' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex Changes resistances: +6% light / +15% cold Reduces incoming crit damage: 15.00% Disease immunity: +25% Cut immunity: +10% Pinning immunity: +10% A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Sunravager the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +8 Dex / +8 Wil / +5 Con Changes resistances: +8% arcane / +6% fire Spell save: +19 (+8 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Belerand the Nimbusripper (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 12 lightning Changes resistances: +30% acid / +6% lightning Maximum life: +36.00 A suit of armour made of metal plates. |
74 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. |
Huravon the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Fatigue: -8% Changes stats: +2 Str / +3 Dex / +3 Con Grants telepathy: Dragon See invisible: +21 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Phlegmenvy the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +6% mind Changes resistances penetration: +25% nature Changes damage: +6% nature / +15% mind Maximum life: +28.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Thunderobsidian' (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +2 Str Changes damage: +18% lightning / +8% fire / +10% mind / +15% light Mental save: +9 (+5 eff.) Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade0.00 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. |
GessraPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% acid Changes resistances penetration: +15% acid / +20% mind Changes damage: +7% darkness Damage affinity(heal): +5% darkness Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mental crit. chance: +3% Light radius: +2 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 73.83 damage. The damage dealt will increase with your Spellpower. 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. |
GorayonInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +3% mind / +6% temporal Physical save: +12 (+5 eff.) Cut immunity: +5% Confusion immunity: +10% Maximum life: +43.00 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. |
IselrathraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% blight Changes damage: +6% arcane Spell save: +30 (+12 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +59.00 Spellpower: +8 (+4 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Coalflash'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +4 Con Changes resistances: +13% darkness / +5% fire Changes damage: +17% light / +6% darkness Damage affinity(heal): +10% light Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 18.97 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Dridur'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +12% temporal / +3% all Spell save: +5 (+2 eff.) Mental save: +12 (+6 eff.) Poison immunity: +10% Only die when reaching: -40.00 life 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. |
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)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)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. |
great pain suppressor salve [power 361] great pain suppressor salve [power 361]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 162% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -361 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful fiery salve [power 25] powerful fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 162% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 162% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 348] powerful healing salve [power 348]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 162% efficiency and 56% cooldown modifier. It can be used to heal 348, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Ce'Nalle the Undeathsmasher [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Wil / +6 Mag Changes damage: +6% nature Light radius: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Glarebolt the yew totem of thorny skin [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances penetration: +15% blight / +10% light Changes damage: +3% light Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled yew totem of thorny skin [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Aryratta the ash wand of conjuration [power 175] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +6 Cun / +3 Wil Changes resistances penetration: +25% mind Talent granted: +2 Void Blast Mental crit. chance: +4% It can be used to fire a bolt of a random element with (base) damage 88 to 175, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By eshortgated man the Ghoul Solipsist level 32
30th Dusk 123rd year of Ascendancy at 04:22 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By eshortgated man the Ghoul Solipsist level 8
4th Dusk 122nd year of Ascendancy at 13:15 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By eshortgated man the Ghoul Solipsist level 32
30th Dusk 123rd year of Ascendancy at 06:10 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By eshortgated man the Ghoul Solipsist level 22
48th Regrowth 123rd year of Ascendancy at 13:01 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By eshortgated man the Ghoul Solipsist level 31
15th Dusk 123rd year of Ascendancy at 18:22 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By eshortgated man the Ghoul Solipsist level 32
30th Dusk 123rd year of Ascendancy at 03:58 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By eshortgated man the Ghoul Solipsist level 10
28th Dusk 122nd year of Ascendancy at 00:03 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By eshortgated man the Ghoul Solipsist level 20
28th Haze 122nd year of Ascendancy at 18:35 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By eshortgated man the Ghoul Solipsist level 30
67th Pyre 123rd year of Ascendancy at 09:31 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By eshortgated man the Ghoul Solipsist level 21
7th Allure 123rd year of Ascendancy at 04:55 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By eshortgated man the Ghoul Solipsist level 22
49th Regrowth 123rd year of Ascendancy at 19:24 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By eshortgated man the Ghoul Solipsist level 32
35th Dusk 123rd year of Ascendancy at 15:30 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By eshortgated man the Ghoul Solipsist level 9
13rd Dusk 122nd year of Ascendancy at 20:38 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By eshortgated man the Ghoul Solipsist level 32
30th Dusk 123rd year of Ascendancy at 04:22 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By eshortgated man the Ghoul Solipsist level 8
11st Dusk 122nd year of Ascendancy at 17:07 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By eshortgated man the Ghoul Solipsist level 21
28th Regrowth 123rd year of Ascendancy at 01:17 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By eshortgated man the Ghoul Solipsist level 16
66th Dusk 122nd year of Ascendancy at 18:05 see stats
Log
eshortgated man hits Gloribrethra the saw horror for 11 mind damage.
eshortgated man converts some damage to Psi!
Gloribrethra the saw horror's physical bleed area effect hits eshortgated man for 19 to psi, 120 physical (139 total damage).
Eshortgated man's mind surges with critical power!
eshortgated man receives 11 healing (3 psi heal).
Eshortgated man's maelstrom pulls Gloribrethra the saw horror in!
Eshortgated man's Mind Storm hits Gloribrethra the saw horror for 47 mind damage.
Eshortgated man's Mind Storm hits Gloribrethra the saw horror for 79 mind damage.
Eshortgated man's maelstrom hits Gloribrethra the saw horror for (33 to psi shield), 6 physical (6 total damage).
eshortgated man converts some damage to Psi!
Kinetic Aura hits eshortgated man for 5 to psi, 34 physical (39 total damage).
Gloribrethra the saw horror misses eshortgated man.
Gloribrethra the saw horror misses eshortgated man.
eshortgated man leeches life from Gloribrethra the saw horror!
eshortgated man converts some damage to Psi!
Gloribrethra the saw horror's physical bleed area effect hits eshortgated man for 23 healing (5 psi heal), 19 to psi, 120 physical (139 total damage) [28 healing].
eshortgated man hits Gloribrethra the saw horror for 25 mind damage.
eshortgated man the level 33 ghoul solipsist was splattered to death by Gloribrethra the saw horror on level 2 of Dreadfell.
You have no more lives left.
Eshortgated man speeds up.
Eshortgated man deactivates Chant of Fortress.
Eshortgated man deactivates Mind Storm.
The illusion covering Eshortgated man disappears.
Eshortgated man deactivates Lucid Dreamer.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gloribrethra the saw horror's physical bleed area effect killed eshortgated man!
Saving done.






















































































































