









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Select your Escorts 1.5.10Allows 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Ashes of Urh'Rok 1.5.0Official Expansion!Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 43 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Nerumivena the assassin at level 22 on the 10th Haze 122nd year of Ascendancy at 19:56 1 / 6Killed by Greater Wizard at level 33 on the 2nd Wintertide 123rd year of Ascendancy at 08:16 Killed by Greater Wizard at level 37 on the 7th Allure 123rd year of Ascendancy at 13:03 Killed by Xanayatira the crimson ooze at level 42 on the 50th Regrowth 123rd year of Ascendancy at 12:00 Killed by Greater Wizard's temporal clone at level 42 on the 50th Regrowth 123rd year of Ascendancy at 17:53 Killed by ritch flamespitter at level 43 on the 66th Regrowth 123rd year of Ascendancy at 05:46 |
Primary Stats
| Strength | 50 (base 35) |
| Dexterity | 22 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 98 (base 60) |
| Willpower | 95 (base 60) |
| Cunning | 38 (base 22) |
Resources
| Mana | 1156/1156 |
| Equilibrium | 0 |
| Life | 826/826 |
| Psi | 195/195 |
| Stamina | 454/454 |
| Paradox | 300 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 0.26403743315508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +10% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 33.415410021227 |
| See Invisible | 33.415410021227 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 39 |
| Crit Chance | 49% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 39% |
| Speed | 0.90909090909091 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Temporal | +200% |
| Physical | +30% |
| Arcane | +36% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +110% |
| Blight | +5% |
| Arcane | +14% |
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (53.536585365854%) |
| Defense | 41 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 59 |
| Mental Save | 50 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Acid | + 20%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 49%( 75%) |
| Blight | + 28%( 70%) |
| Physical | + 45%( 70%) |
| Mind | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 88% |
| Instadeath Resistance | 100% |
| Silence Resistance | 45% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 377 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You failed to protect the injured seer from death by Greater Wizard. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by Greater Wizard. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Greater Wizard. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 555. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Goruthad the dragonbone starstaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +39.0% Physical power: +13 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 45 arcane Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% blight Changes damage: +9% arcane / +30% temporal Talent granted: +1 Command Staff Critical mult.: +32.00% Vim when firing critical spell: +1.00 Maximum mana: +180.00 Spellpower: +47 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
| Light source | Layyremira the alchemist's lampRequires: - Level 15 Powered by arcane forces Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+4 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str / +9 Mag Reduces incoming crit damage: 5.00% Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+4 eff.) Maximum stamina: +15.00 Spellpower: +19 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
| On head | Un'fezan's Cap (1 def, 0 armour)Requires: - Level 15 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. The set is complete. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Changes damage: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +40% Spellpower: +8 (+1 eff.) Mindpower: +8 (+3 eff.) Casting speed: +10% Reduces paradox anomalies(equivalent to willpower): +25 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
| On feet | pair of voratun boots 'Belotir' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 arcane Changes stats: +6 Wil / +10 Mag Changes damage: +12% arcane / +6% mind Spell save: +8 (+2 eff.) Silence immunity: +45% Confusion immunity: +48% Stun/Freeze immunity: +50% Vim when firing critical spell: +2.00 Maximum mana: +80.00 Maximum psi: +10.00 Lowers spell cool-downs by: 10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Tool | dwarven-steel pickaxe 'Bleakwreath' (dig speed 26 turns)Requires: - Level 15 Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 darkness Changes stats: +6 Str Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +25% temporal Changes damage: +30% temporal When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | Ce'NedheraRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +15% blight Changes resistances penetration: +25% temporal Changes damage: +30% temporal It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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. This item has been sent to the Item's Vault. |
| Around neck | Zemekkys' Broken HourglassRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.3 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. This item has been sent to the Item's Vault. |
| In main hand | Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
| On hands | drakeskin leather gloves 'Prismwyrd' (0 def, 3 armour)Requires: - Level 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +3 Str / +5 Dex / +3 Cun / +5 Con Changes resistances: +6% acid Changes resistances penetration: +10% temporal Changes damage: +6% light / +12% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +44 (+11 eff.) Spell save: +6 (+1 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +88% Light radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| Around waist | UrthydunastaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +15% mind Changes damage: +21% mind / +18% temporal Physical save: +15 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+5 eff.) A belt that goes around your waist. |
| Cloak | spellcowled elven-silk cloak of conjuring (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances penetration: +14% arcane Changes damage: +15% arcane Critical mult.: +22.00% Spell save: +10 (+2 eff.) Maximum mana: +149.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. The set is complete. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
Inventory
steam generator implant (steam 13)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (+20 for 9 turns, die at -856)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. While Heroism is active, you will only die when reaching -856 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
regeneration infusion of the wizard (heal 690 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 690 life over 5 turns. Its effects scale with your Magic 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. |
Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
Rune of the Rift (530.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Inflicts 1590.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fire MasteryPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag Changes resistances: +12% light Changes resistances penetration: +10% light / +10% temporal Changes damage: +7% lightning / +3% light / +30% blight / +38% fire / +8% cold / +8% acid Critical mult.: +40.00% Teleport immunity: +50% Spellpower: +34 (+6 eff.) Spell crit. chance: +6% Light radius: +3 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Save SaveInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +2% physical / +57% light / +54% darkness Physical save: +49 (+12 eff.) Spell save: +50 (+12 eff.) Mental save: +50 (+15 eff.) Blindness immunity: +95% Disarm immunity: +10% Pinning immunity: +10% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets can have magical properties. |
Arthifast the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +6 Wil / +3 Con Changes resistances: +6% blight Changes damage: +15% blight Blindness immunity: +38% Light radius: +3 Infravision radius: +5 See stealth: +14 See invisible: +16 Rings can have magical properties. |
NightnaughtRequires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +11 Mag / +6 Wil / +10 Cun Changes damage: +9% darkness Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+4 eff.) See invisible: +3 Rings can have magical properties. This item has been sent to the Item's Vault. |
Poroyama the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% blight / +38% fire / +12% nature / +12% temporal Changes damage: +6% temporal / +19% fire Mental save: +14 (+5 eff.) Poison immunity: +22% Disease immunity: +29% Confusion immunity: +34% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +12 Wil / +5 Cun Changes resistances: +15% blight / +12% temporal Changes resistances penetration: +5% nature Changes damage: +15% blight / +3% nature Spellpower: +11 (+2 eff.) Mindpower: +10 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
voratun greatmaul 'Emuda' (90-135 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 90.0 - 135.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +73 insidious poison When wielded/worn: Physical crit. chance: +21.0% Physical power: +12 (+4 eff.) Changes resistances: +3% acid / +9% fire / +6% light / +6% temporal Changes resistances penetration: +5% arcane Mana each turn: +0.12 Psi when hit: +0.12 Mana when firing critical spell: +2.00 Massive two-handed mauls. |
Sparkjeer the voratun longsword (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +4 temporal When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +9% light / +9% lightning Sharp, long, and deadly. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 52% Wil, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 188.05 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Jetsaw (37-44.4 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 darkness Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +11 Wil / +10 Mag Changes resistances penetration: +20% blight / +20% darkness Changes damage: +37% temporal Talent granted: +1 Command Staff Maximum mana: +215.00 Spellpower: +38 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Staff of Bones (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
Silana the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +7 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +28 (+9 eff.) Physical crit. chance: +25.0% Fatigue: -4% Changes resistances penetration: +20% mind Changes damage: +6% mind / +15% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Chamafang (39.5-59.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +93 On weapon hit: * 29% chance to cause random gloom Damage (Melee): +25 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +9 Cun / +7 Wil Changes resistances: +13% acid / +12% fire / +13% lightning / +13% cold Changes resistances penetration: +15% physical Changes damage: +12% mind Talent granted: +3 Block Mental save: +32 (+10 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Koradas the MorningworthRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +4 Mag Changes damage: +9% light / +6% blight Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +112.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +2% A belt that goes around your waist. This item has been sent to the Item's Vault. |
PusstrikeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +27 Defense: +21 (+7 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +6 Str / +6 Dex / +5 Wil / +5 Cun Changes resistances penetration: +25% fire Physical save: +59 (+14 eff.) Spell save: +20 (+5 eff.) Mental save: +15 (+5 eff.) A belt that goes around your waist. |
Earthpiercer the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +7 Dex / +3 Cun / +4 Con Changes resistances: +8% acid / +8% fire / +6% mind / +8% cold / +9% nature / +8% lightning Changes resistances penetration: +10% acid Changes damage: +3% nature / +3% acid Talent mastery: +0.40 Technique / Combat training Spell save: -21 (-7 eff.) Stamina each turn: +1.00 Mana each turn: -0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ragedil (9 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Changes resistances: +6% darkness / +9% fire Physical save: +7 (+1 eff.) Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient elven-silk robe of Angolwen (5 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +16 Mag / +5 Wil Changes resistances penetration: +15% physical / +15% temporal Changes damage: +20% physical / +20% temporal Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
Politta the Nightstreak (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +12 Dex / +4 Cun / +14 Lck Changes resistances: +23% temporal / +30% darkness / +1% physical Changes resistances penetration: +20% darkness / +19% temporal Changes damage: +9% light Stealth bonus: +14 Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +27% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% 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. A pair of boots made of leather. |
Lelyrofang the Galequake (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 resistances: +12% lightning Changes resistances penetration: +15% lightning / +25% mind Changes damage: +30% mind Physical save: +19 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Squalorhunger the voratun pickaxe (dig speed 7 turns)Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str Changes damage: +3% acid / +13% fire / +15% mind / +3% nature Mental save: +15 (+5 eff.) Blindness immunity: +25% Disease immunity: +20% Lowers spell cool-downs by: 10% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
iron pickaxe of quickening (dig speed 27 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Silyvena the alchemist's lampInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +14 Changes stats: +4 Cun / +4 Wil Changes resistances: +3% all Changes resistances penetration: +15% all Reduces incoming crit damage: 10.00% Spell save: +8 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
XeriwynPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes stats: +6 Mag Changes resistances: +3% acid Changes resistances penetration: +25% blight / +25% arcane / +10% acid Changes damage: +9% arcane Spellpower: +11 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Emodatha'Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Changes stats: +5 Con / +7 Wil Changes resistances: +14% blight / +15% temporal Changes resistances penetration: +5% acid Changes damage: +9% temporal Critical mult.: +16.00% Life regen: +6.50 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable 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 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 300/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Scattermind (17/20, 17-20.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stat: 96% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Darkpain the yew totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Str / +10 Mag Changes damage: +30% darkness Light radius: +3 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Eclipsebloom the yew totem of thorny skin [power 50] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Wil Changes damage: +27% mind / +12% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +12 (+4 eff.) Psi when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +20 It can be used to harden the skin for 7 turns increasing armour by 50 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 'Infernovortex' [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% blight / +18% fire Changes resistances penetration: +25% blight Changes damage: +30% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Greater Wizard the Cornac Adventurer level 38
31st Regrowth 123rd year of Ascendancy at 03:09 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Greater Wizard the Cornac Adventurer level 38
3rd Regrowth 123rd year of Ascendancy at 02:50 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Greater Wizard the Cornac Adventurer level 37
7th Allure 123rd year of Ascendancy at 22:06 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Greater Wizard the Cornac Adventurer level 41
40th Regrowth 123rd year of Ascendancy at 05:34 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Greater Wizard the Cornac Adventurer level 10
26th Dusk 122nd year of Ascendancy at 18:04 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Greater Wizard the Cornac Adventurer level 39
36th Regrowth 123rd year of Ascendancy at 20:41 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Greater Wizard the Cornac Adventurer level 36
6th Allure 123rd year of Ascendancy at 10:18 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Greater Wizard the Cornac Adventurer level 24
15th Haze 122nd year of Ascendancy at 12:42 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Greater Wizard the Cornac Adventurer level 29
56th Haze 122nd year of Ascendancy at 14:25 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 Greater Wizard the Cornac Adventurer level 26
23rd Haze 122nd year of Ascendancy at 21:32 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Greater Wizard the Cornac Adventurer level 10
26th Dusk 122nd year of Ascendancy at 18:02 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Greater Wizard the Cornac Adventurer level 20
5th Haze 122nd year of Ascendancy at 14:17 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Greater Wizard the Cornac Adventurer level 30
56th Haze 122nd year of Ascendancy at 14:25 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Greater Wizard the Cornac Adventurer level 40
36th Regrowth 123rd year of Ascendancy at 20:41 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Greater Wizard the Cornac Adventurer level 37
7th Allure 123rd year of Ascendancy at 22:06 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Greater Wizard the Cornac Adventurer level 15
46th Dusk 122nd year of Ascendancy at 19:47 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Greater Wizard the Cornac Adventurer level 27
45th Haze 122nd year of Ascendancy at 11:45 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Greater Wizard the Cornac Adventurer level 18
3rd Haze 122nd year of Ascendancy at 23:04 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Greater Wizard the Cornac Adventurer level 40
37th Regrowth 123rd year of Ascendancy at 07:50 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Greater Wizard the Cornac Adventurer level 9
1st Summertide 122nd year of Ascendancy at 04:14 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Greater Wizard the Cornac Adventurer level 38
3rd Regrowth 123rd year of Ascendancy at 02:50 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Greater Wizard the Cornac Adventurer level 31
3rd Decay 122nd year of Ascendancy at 14:38 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Greater Wizard the Cornac Adventurer level 6
3rd Mirth 122nd year of Ascendancy at 02:15 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Greater Wizard the Cornac Adventurer level 43
72nd Regrowth 123rd year of Ascendancy at 03:20 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Greater Wizard the Cornac Adventurer level 23
11st Haze 122nd year of Ascendancy at 14:26 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Greater Wizard the Cornac Adventurer level 16
74th Dusk 122nd year of Ascendancy at 14:06 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Greater Wizard the Cornac Adventurer level 36
6th Allure 123rd year of Ascendancy at 16:55 see stats
Log
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:55.
Greater Wizard activates Blurred Mortality.
Greater Wizard deactivates Blurred Mortality.
Greater Wizard deactivates Chant of Fortress.
Greater Wizard deactivates Beyond the Flesh.
















































































































