










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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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 1.5.3Quality 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 34 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyyatira the skeleton master archer at level 33 on the 66th Haze 122nd year of Ascendancy at 01:06 / 2Killed by Yvoda the skeleton warrior at level 34 on the 68th Haze 122nd year of Ascendancy at 17:17 |
Primary Stats
| Strength | 37 (base 24) |
| Dexterity | 85 (base 58) |
| Constitution | 42 (base 42) |
| Magic | 14 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 41 (base 27) |
Resources
| Life | -185/749 |
| Steam | 80/100 |
| Stamina | 3/221 |
| Equilibrium | 10 |
| Healing Factor | 1.5264150943396 |
| Regeneration | 3.5870754716981 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 13 |
| Infravision | 7 |
| See Stealth | 58.642847857581 |
| See Invisible | 58.642847857581 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 60 |
| Crit Chance | 43% |
| APR | 27 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 10.7 (90.376569037657%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 10 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Nature | + 25%( 70%) |
| Cold | + 36%( 70%) |
| Blight | + 21%( 70%) |
| Physical | -4%( 70%) |
| Mind | + 3%( 70%) |
| All | -9%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 10% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| 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 143% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Cunning 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 171% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 8. Arcane Eye |
| detrimental effect | The target has been splashed with acid, taking 9.30 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
| detrimental effect | Huge cut that bleeds, doing 93.15 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | Damage reduced by 45%. To The Arms |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by barrow wight. Escort: lost warrior (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * You've found the needed vial of greater demon bile. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within1 lumberjacks have died. | 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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Wanderer's Rest (4 def, 0 armour) (On feet)]Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) (-) Fatigue: -10% (-) Changes stats: +3(-) Dex Changes resistances: +5%(-) physical Talent masteries: +0.20(-) Psionic / Augmented mobility Pinning immunity: +100% (-) Movement speed: +10% (-) It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | [vs. Sparkvice (5/24, 148% power, 20 apr) (Quiver, 1 of 2)]Sparkvice (5/24, 148% power, 20 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 148% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 (-) Crit. chance: +23.0% (-) Capacity: 24 (-) On weapon crit: * cripple the target Travel speed: +200% (-) Damage (Ranged): +28(-) lightning When wielded/worn: Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. Chargeslice the alchemist's lamp (Light source)]Chargeslice the alchemist's lamp Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3%(-) lightning Changes resistances penetration: +15%(-) lightning Changes damage: +3%(-) temporal Light radius: +11 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]Lisuda 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 stats: +12(-) Str / +16(-) Dex / +3(-) Cun Reduces incoming crit damage: 15.00% (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-4 eff.) (-) Life leech chance: +15% (-) Life leech: +30% (-) You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)]Aerurin Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Fatigue: +0% (+5%) Changes stats: +8 Cun / +5 Dex Changes resistances: +9% mind / +15% cold Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Pinning immunity: +30% Stun/Freeze immunity: +20% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (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 Stamina each turn: +0.30 (-) Mana each turn: +0.30 (-) Psi each turn: +0.30 (-) Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Merkul's Second Eye (In main hand, 1 of 2)]Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 (-) Crit. chance: +12.0% (-) Attack speed: 125% (-) Firing range: +9 (-) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% (-) When wielded/worn: Damage (Ranged): 25(-) arcane Light radius: +2 (-) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Tap to cycle through comparison choices |
| On hands | [vs. Ichorvice (0 def, 2 armour) (On hands)]Ichorvice (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +2 (-) Damage (Melee): 8(-) cold Changes resistances: +7%(-) cold Changes damage: +5%(-) cold Talents granted: +3.00(-) Fatal Attractor Critical mult.: +6.00% (-) Life regen: +2.10 (-) Stamina each turn: +0.80 (-) Maximum stamina: +15.00 (-) Spell crit. chance: +8% (-) Mental crit. chance: +9% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Medical Urgency Vest (6 def, 10 armour) (Main armor)]Medical Urgency Vest (6 def, 10 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 (-) Armour Hardiness: +20% (-) Defense: +6 (+2 eff.) (-) Fatigue: +10% (-) Talents granted: +1.00(-) Medical Urgency Vest Physical save: +15 (+7 eff.) (-) This light leather armour features a special medical injector. |
| Cloak | [vs. Nygrim the linen cloak (7 def, 0 armour) (Cloak)]Nygrim the linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) (-) Fatigue: -6% (-) Changes stats: +1(-) Str / +3(-) Dex / +3(-) Cun Changes resistances: +3%(-) mind / +30%(-) lightning Physical save: +6 (+3 eff.) (-) Stun/Freeze immunity: +50% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Ararena (Around neck)]Ararena Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +9 (+3 eff.) (-) Ranged Defense: +9 (+3 eff.) (-) Changes stats: +4(-) Mag Changes resistances: +12%(-) nature / +9%(-) blight Mental save: +6 (+3 eff.) (-) Teleport immunity: +5% (-) Only die when reaching: -40.00 life (-) Amulets can have magical properties. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the psychic (efficiency 146% / cooldown 63%)] (on body, 1 of 2)]medical injector implant of the sneak (efficiency 131% / cooldown 68%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 131%(-11%) efficiency and cooldown mod of 68%(+5%). Its effects scale with your -Willpower, +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
shielding rune of the sneak (absorb 359 for 4 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: 20 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 359 damage for 4 turns. Its effects scale with your Cunning 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. |
[vs. Ararena (Around neck)]steel amulet 'Xerenor' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-9 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Damage when hit (Melee): 20 mind Changes stats: +3 Cun / +0(-4) Mag Changes resistances: +0%(-12%) nature / +0%(-9%) blight Talent masteries: +0.17 Technique / Marksmanship +0.17 Steamtech / Chemistry Mental save: +36 (+18 eff.) (+30 (+15 eff.)) Teleport immunity: +0% (-5%) Only die when reaching: +0.00 life (+40.00 life) Mindpower: +4 (+2 eff.) Mental crit. chance: +9% Amulets can have magical properties. |
[vs. Bloodcaller (On fingers, 1 of 2)]Layara Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: +0% (+5%) Changes stats: +5 Dex / +5 Wil / +10 Cun Changes resistances: +22% lightning / +6% blight Changes damage: +11% lightning Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Mindpower: +5 (+3 eff.) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)]Ragudolin Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +0% (+5%) Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Physical save: +9 (+5 eff.) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Poison immunity: +25% Disease immunity: +20% Knockback immunity: +25% Only die when reaching: -60.00 life Spellpower: +7 (+6 eff.) Mindpower: +9 (+5 eff.) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)]Flashwire Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Fatigue: +0% (+5%) Changes stats: +2 Str / +5 Con Changes resistances: +6% light Physical save: +18 (+8 eff.) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Stun/Freeze immunity: +25% Life regen: +1.60 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)]Layudhewen the gold ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Fatigue: +0% (+5%) Changes stats: +5 Con Changes resistances penetration: +15% arcane Spell save: +15 (+12 eff.) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Blindness immunity: +27% Maximum stamina: +27.00 Infravision radius: +7 See stealth: +5 See invisible: +9 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)]Genocide (152% power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% (+86%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-8) Crit. chance: +18.0% (+6.0%) Attack speed: 100% (-25%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage against: +25% Orc When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Light radius: +0 (-2) Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)]elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-12) Crit. chance: +0.0% (-12.0%) Attack speed: 125% (-) Firing range: +9 (-) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes resistances penetration: +14% physical Changes damage: +23% physical Light radius: +0 (-2) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)]ranger's elven-wood longbow of dexterity (+10) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-12) Crit. chance: +0.0% (-12.0%) Attack speed: 125% (-) Firing range: +10 (+1) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +10 Dex Changes resistances penetration: +21% physical Light radius: +0 (-2) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Sparkvice (5/24, 148% power, 20 apr) (Quiver, 1 of 2)]Chargeglamour the quiver of yew arrows (19/19, 139% power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 139% (-9%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 (-10) Crit. chance: +2.0% (-21.0%) Capacity: 19 (-5) On weapon crit: - cripple the target Travel speed: +0% (-200%) Damage (Ranged): +41(+13) lightning / +30 fire Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +12 lightning / +12 fire / +8 temporal When wielded/worn: Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. Sparkvice (5/24, 148% power, 20 apr) (Quiver, 1 of 2)]high-capacity quiver of elven-wood arrows of accuracy (48/48, 157% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 157% (+9%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +14 (-6) Crit. chance: +2.5% (-20.5%) Capacity: 48 (24) On weapon crit: - cripple the target Travel speed: +0% (-200%) Damage (Ranged): +0(-28) lightning When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. Nygrim the linen cloak (7 def, 0 armour) (Cloak)]Isluba (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+6%) Changes stats: +2(+1) Str / +2(-1) Dex / +0(-3) Cun / +5 Con Changes resistances: +0%(-3%) mind / +0%(-30%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Stamina each turn: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Ichorvice (0 def, 2 armour) (On hands)]Spellhunt Remnants (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +3 (+1) Defense: +2 (+1 eff.) Damage (Melee): 0(-8) cold Changes resistances: +0%(-7%) cold Changes damage: +0%(-5%) cold Talent granted: +0(+-3) Fatal Attractor Critical mult.: +0.00% (-6.00%) Spell save: +6 (+6 eff.) Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.80) Maximum stamina: +0.00 (-15.00) Spell crit. chance: +0% (-8%) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% (-7%) It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
[vs. Ichorvice (0 def, 2 armour) (On hands)]Ulihek (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +2 (-) Damage (Melee): 0(-8) cold Changes stats: +5 Dex Changes resistances: +0%(-7%) cold Changes damage: +0%(-5%) cold Talent granted: +0(+-3) Fatal Attractor Critical mult.: +0.00% (-6.00%) Physical save: +15 (+7 eff.) Mental save: +30 (+15 eff.) Silence immunity: +20% Disarm immunity: +15% Life regen: +1.60 (-0.50) Stamina each turn: +1.10 (+0.30) Maximum stamina: +20.00 (+5.00) Spell crit. chance: +0% (-8%) Mental crit. chance: +0% (-9%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]Gesin the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (+4%) Changes stats: +0(-12) Str / +0(-16) Dex / +4(+1) Cun Changes resistances: +9% nature / +9% acid Reduces incoming crit damage: 0.00% (-15.00%) Mental save: +27 (+14 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A pointy cloth hat, very wizardly... |
[vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]Obsidianbender (5 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 (+6) Defense: +5 (+2 eff.) Fatigue: +3% (+7%) Changes stats: +3(-9) Str / +2(-14) Dex / +3(-) Cun / +3 Con Changes resistances: +6% blight / -21% light / +3% all Changes damage: +6% blight / +9% darkness Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +7 (+4 eff.) Life regen: +2.90 Infravision radius: +3 (-3) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A hat made of leather. Very stylish. |
[vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]Scorchpiety (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (+4%) Damage when hit (Melee): 8 fire Changes stats: +3(-9) Str / +0(-16) Dex / +4 Wil / +5(+2) Cun / +2 Con Changes resistances: +19% nature / +14% mind Changes damage: +3% physical / +13% nature / +10% mind Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +7 (+4 eff.) Mental save: +12 (+6 eff.) Only die when reaching: -40.00 life Maximum psi: +25.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +3% Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A pointy cloth hat, very wizardly... |
[vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Armour: +0 (-4) Defense: +1 (+1 eff.) Fatigue: +0% (+4%) Changes stats: +0(-12) Str / +0(-16) Dex / +4 Wil / +8(+5) Cun Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Reduces incoming crit damage: 0.00% (-15.00%) Spellpower: +8 (+7 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
[vs. Lisuda the dwarven-steel helm (0 def, 4 armour) (On head)]hardened leather cap 'Gilukhad' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Armour: +3 (-1) Fatigue: +3% (+7%) Damage when hit (Melee): 20 physical Changes stats: +0(-12) Str / +0(-16) Dex / +0(-3) Cun / +4 Con Changes damage: +21% physical Reduces incoming crit damage: 0.00% (-15.00%) Silence immunity: +0% Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A cap made of leather. |
9 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
15 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. |
9 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. |
5 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. |
3 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
4 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Sparkvice (5/24, 148% power, 20 apr) (Quiver, 1 of 2)]636 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-20) Crit. chance: +0.0% (-23.0%) Capacity: 0 (-24) On weapon crit: - cripple the target Travel speed: +0% (-200%) Damage (Ranged): +0(-28) lightning When wielded/worn: When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Chargeslice the alchemist's lamp (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-3%) lightning Changes resistances penetration: +0%(-15%) lightning Changes damage: +0%(-3%) temporal Light radius: +1 (-10) Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
potent fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 17] potent frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 143% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
potent pain suppressor salve [power 199] potent pain suppressor salve [power 199]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 143% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -199 life and reduces all damage by 13% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
potent water salve [power 17] potent water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 143% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (17% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
powerful unstoppable force salve [power 73] powerful unstoppable force salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 143% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 73 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing healing salve [power 398] amazing healing salve [power 398]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 143% efficiency and 63% cooldown modifier. It can be used to heal 398, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Prox's Lucky Halfling Foot (Tool)]sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +1 Str / +2 Cun / +0(-5) Lck Trap disarming bonus: +0 (-5) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
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 (2/2)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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Smackshot the Cornac Archer level 8
5th Mirth 122nd year of Ascendancy at 20:38 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Smackshot the Cornac Archer level 33
67th Haze 122nd year of Ascendancy at 18:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Smackshot the Cornac Archer level 24
35th Dusk 122nd year of Ascendancy at 09:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smackshot the Cornac Archer level 31
42nd Haze 122nd year of Ascendancy at 10:45 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smackshot the Cornac Archer level 27
39th Dusk 122nd year of Ascendancy at 07:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Smackshot the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 22:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Smackshot the Cornac Archer level 20
22nd Dusk 122nd year of Ascendancy at 06:48 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Smackshot the Cornac Archer level 30
75th Dusk 122nd year of Ascendancy at 18:14 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Smackshot the Cornac Archer level 19
15th Dusk 122nd year of Ascendancy at 09:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Smackshot the Cornac Archer level 29
54th Dusk 122nd year of Ascendancy at 15:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Smackshot the Cornac Archer level 21
30th Dusk 122nd year of Ascendancy at 23:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Smackshot the Cornac Archer level 13
2nd Summertide 122nd year of Ascendancy at 09:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Smackshot the Cornac Archer level 21
27th Dusk 122nd year of Ascendancy at 17:08 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Smackshot the Cornac Archer level 23
32nd Dusk 122nd year of Ascendancy at 22:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Smackshot the Cornac Archer level 26
38th Dusk 122nd year of Ascendancy at 07:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Smackshot the Cornac Archer level 16
9th Dusk 122nd year of Ascendancy at 05:20 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Smackshot the Cornac Archer level 33
66th Haze 122nd year of Ascendancy at 01:06 see stats
Log
Yvoda the skeleton warrior casts Temporal Bolt.
Smackshot reacts to damage from Yvoda the skeleton warrior, mitigating the blow!.
Reality smears around Yvoda the skeleton warrior.
Smackshot casts Arcane Eye.
Yvoda the skeleton warrior's armour is damaged!
Smackshot leeches life from Yvoda the skeleton warrior!
Yvoda the skeleton warrior converts damage to paradox!
Smackshot's Explosive Shot hits Yvoda the skeleton warrior for (54 blocked), 0 physical, (2 converted), 6 lightning, (2 converted), 5 arcane (13 total damage).
Piercing Ammunition hits Yvoda the skeleton warrior for (2 converted), 4 physical (5 total damage).
Yvoda the skeleton warrior hits Smackshot for (40 reacted , -4 stam), 102 temporal, 5 healing (103 total damage) [5 healing].
Smackshot deactivates Aim.
Smackshot deactivates Intuitive Shots.
Smackshot deactivates Trained Reactions.
Smackshot deactivates Piercing Ammunition.
Smackshot shoots!
Smackshot casts Arcane Eye.
Yvoda the skeleton warrior converts damage to paradox!
Smackshot's Shoot hits Yvoda the skeleton warrior for (14 converted), 32 physical, (2 converted), 6 lightning, (2 converted), 5 arcane (45 total damage).
Smackshot receives 31 healing.
Acid Splash from Yvoda the skeleton warrior hits Smackshot for 8 acid damage.
Bleeding from Yvoda the skeleton warrior hits Smackshot for 53 physical damage.
Yvoda the skeleton warrior casts Repulsion Blast.
Smackshot slams into something solid!
Yvoda the skeleton warrior hits Smackshot for 200 physical, 50 physical (251 total damage).
Smackshot uses Nature's Touch.
Smackshot receives 177 healing.
Yvoda the skeleton warrior casts Seal Fate.
Saving game...









































































































