














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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!) EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. FlexSpec Respec Limitation Relaxer 1.5.5Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 819% |
Size | small |
Lifes / Deaths | Killed by Hit Me Harder at level 50 on the 60th Pyre 124th year of Ascendancy at 05:58 / 1 |
Primary Stats
Strength | 58 (base 12) |
Dexterity | 51 (base 31) |
Constitution | 31 (base 12) |
Magic | 101 (base 60) |
Willpower | 84 (base 60) |
Cunning | 116 (base 60) |
Resources
Mana | 714/764 |
Psi | 534/534 |
Vim | 236/296 |
Life | 485/485 |
Steam | 80/100 |
Stamina | 294/432 |
Soul | 10/10 |
Healing Factor | 1.3758714593978 |
Regeneration | 5.8474537024406 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 12.237402849089 |
Offense: Mainhand
Damage | 212 |
Accuracy | 58 |
Crit Chance | 68% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 58 |
Crit Chance | 68% |
APR | 57 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +6% |
Nature | +9% |
Darkness | +18% |
Physical | +36% |
Lightning | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +60% |
Light | +14% |
Temporal | +19% |
Cold | +34% |
All | +9% |
Defense: Base
Armour (hardiness) | 56 (51.69962066283%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 18.281100711392 |
Physical Save | 45 |
Spell Save | 49.8 |
Mental Save | 61 |
Defense: Resistances
Acid | + 18%( 70%) |
Physical | + 21%( 70%) |
Cold | + 46%( 70%) |
All | + 15%( 70%) |
Darkness | + 63%( 70%) |
Light | + 31%( 70%) |
Temporal | + 45%( 70%) |
Fire | + 20%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Confusion Resistance | 55% |
Poison Resistance | 0% |
Blind Resistance | 41% |
Silence Resistance | 40% |
Bleed Resistance | 60% |
Disarm Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1073% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. |
Class Talents
Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Automated butchery | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Chronomancy / Blink drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by 3-headed hydra. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Iselrabeth the mountain troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of faeros ash. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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 pouch of luminous horror dust. * You've found the needed vial of greater demon bile. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
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
Psionic focus | ![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +13 Str +12 Dex +11 Mag +9 Wil +8 Cun +8 Con dps ---------- Res.pen +9% all Acc +25 (+6 eff.) Apr +10 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +16% Mind.crit +16% Crit.mult +15.00% Melee+ 13 lightning Dmg.mod +9% lightning +9% nature Acc +10 (+3 eff.) Apr +5 Melee Ret 2 physical On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +8 Fatigue +5% Resists +5% lightning Mind.save +12 (+3 eff.) Die.at -40.00 life Max.HP +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +4 Str +4 Mag +3 Cun dps ---------- Dmg.mod +18% darkness ----- def ----- Resists +24% darkness Crit.dmg- 18.09% Die.at -80.00 life ---------- misc Light +10 Infravis +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Str +4 Dex dps ---------- Dmg.mod +36% physical ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal +36% cold Die.at -96.50 life ---------- misc Infravis +4 A cap made of leather. |
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) Spell.pwr +10 (+2 eff.) Dmg.mod +6% light +12% acid Res.pen +5% light Apr +19 On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Armour +5 Fatigue +4% Resists +3% acid ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +12 Str +9 Cun dps ---------- Acc +8 (+2 eff.) Apr +13 ----- def ----- Fatigue -8% Resists +3% darkness Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life Disarm- +21% ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +9 Cun +10 Con dps ---------- Phys.pwr +14 (+2 eff.) Res.pen +25% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +18 (+5 eff.) Resists +3% light +6% temporal Spell.save +6 (+2 eff.) Max.HP +42.00 Disarm- +49% Pinning- +45% Knockbk- +46% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% light +30% darkness Heal.mod +21% Blind- +41% Cut- +60% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 397 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 Melee+ +22 mind On Crit.r2 +8 lightning On Hit: * 25% chance to reduce all saves and defense by 43 Uses 1.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Melee+ 26 lightning Res.pen +25% lightning +10% temporal Melee Ret 17 lightning On Melee Ret: * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +14% temporal ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Resists +7% physical +6% fire Mind.save +15 (+4 eff.) HP.reg +4.00 Silence- +20% Disarm- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 On Hit: 20% Curse of Vulnerability 5 On Hit: * Create an explosion dealing 126 lightning damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +26% lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Phys.save +16 (+4 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 486.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +15% cold Melee Ret 6 lightning ----- def ----- Armour +8 Resists +12% lightning +12% fire +9% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+2 eff.) Dmg.mod +9% darkness +6% temporal Res.pen +25% darkness +25% nature On Hit (Melee): * 20% chance to reduce armor by 45% * 20% chance to slow global speed by 72% * 20% chance to gain 10% of a turn (3/turn limit) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% blight +16% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +12% blight +16% temporal +15% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% physical ----- def ----- Resists +14% physical Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Silence- +44% ---------- misc Mana/turn +0.21 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +10 (+2 eff.) Mov.spd +15% Acc +11 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 200% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 82.5 - 132.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Phasing +37% On Hit.r1 +24 arcane On Hit: * 25% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Con dps ---------- Dmg.mod +21% physical ----- def ----- Defense +35 (+9 eff.) Resists +5% physical ---------- misc Max.stam +30.00 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 60% Mag, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 190.66 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 50% Mag, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 55% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Dex, 50% Mag, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 34 While equipped: ----- def ----- Disease- +35% Sharp, short and deadly. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Melee+ +20 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +15% physical Acc +22 (+6 eff.) Apr +13 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam While equipped: dps ---------- Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +40% blight +20% nature +5% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 arrow ammo [Ego+] Master/Psionic Power 55.0 - 77.0 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +32 Apr +18 Crit +3.0% Capacity 22 Ranged+ +45 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 296 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +11 (+2 eff.) Melee+ 10 acid Melee Ret 21 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 20 lightning Melee Ret 17 lightning ----- def ----- Armour +20 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +11 Dex +7 Wil +11 Cun +8 Lck dps ---------- Dmg.mod +12% acid Res.pen +25% temporal Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Fatigue -8% Resists +6% acid Phys.save +13 (+3 eff.) Spell.save +20 (+6 eff.) Mind.save +17 (+4 eff.) Stealth +15 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc T.Disarm +19 Max.enc +49 Infravis +6 A belt that goes around your waist. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +25% blight ----- def ----- Armour +3 Resists +6% light +12% darkness Silence- +38% Confus- +38% Stun/Frz- +32% ---------- misc Light +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +9 Mag +1 Wil +3 Cun dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +8% acid +8% blight Apr +3 Melee Ret 4 physical ----- def ----- Armour +5 Defense +21 (+6 eff.) Resists +9% acid Crit.dmg- 5.00% Die.at -20.00 life Disease- +30% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd 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 105% 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. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +10% cold +10% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +15% mind +21% cold Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +12% darkness +11% cold On Hit (Melee): * 10% chance to slow global speed by 72% * 20% chance to reduce damage dealt by 34% ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +16% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 T2 head armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +10% light +10% darkness ----- def ----- Defense +3 (+1 eff.) Resists +10% arcane +10% light +10% darkness ---------- misc Masteries +0.10 Celestial/Circles Circle of Shifting Shadows: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle increases your defense and all saves by 18 while dealing 21.40 darkness damage per turn to everyone else within its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +13% cold ---------- misc Stam/ret +2.30 Equi/ret +2.50 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 158.53 mind damage and cripples the target's higher mental functions, reducing cunning by 19 and confusing (36% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +5% blight +8% arcane +6% darkness Res.pen +5% arcane Melee Ret 10 vim draining blight 2 fire ----- def ----- Resists +3% acid Die.at -80.00 life ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18% and all saves by 31, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% light +18% temporal Res.pen +25% blight Melee Ret 10 blight 30 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Resists +9% light +10% fire ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Light +7 See.Stealth +24 See.Invis +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Wil +7 Cun dps ---------- Dmg.mod +6% nature Melee Ret 2 mind ----- def ----- Resists +11% nature ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +25 (+5 eff.) ----- def ----- Resists +9% mind Mind.save +3 (+1 eff.) Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Hit Me Harder the Yeek Adventurer level 40
49th Pyre 123rd year of Ascendancy at 17:50 see stats
By Hit Me Harder the Yeek Adventurer level 47
14th Pyre 124th year of Ascendancy at 13:31 see stats
By Hit Me Harder the Yeek Adventurer level 39
36th Pyre 123rd year of Ascendancy at 04:23 see stats
By Hit Me Harder the Yeek Adventurer level 28
47th Regrowth 123rd year of Ascendancy at 05:13 see stats
By Hit Me Harder the Yeek Adventurer level 43
31st Regrowth 124th year of Ascendancy at 10:20 see stats
By Hit Me Harder the Yeek Adventurer level 15
20th Dusk 122nd year of Ascendancy at 12:38 see stats
By Hit Me Harder the Yeek Adventurer level 49
27th Pyre 124th year of Ascendancy at 18:07 see stats
By Hit Me Harder the Yeek Adventurer level 42
28th Regrowth 124th year of Ascendancy at 04:11 see stats
By Hit Me Harder the Yeek Adventurer level 43
31st Regrowth 124th year of Ascendancy at 10:36 see stats
By Hit Me Harder the Yeek Adventurer level 21
18th Haze 122nd year of Ascendancy at 13:34 see stats
By Hit Me Harder the Yeek Adventurer level 37
32nd Pyre 123rd year of Ascendancy at 20:13 see stats
By Hit Me Harder the Yeek Adventurer level 50
54th Pyre 124th year of Ascendancy at 23:04 see stats
By Hit Me Harder the Yeek Adventurer level 10
8th Mirth 122nd year of Ascendancy at 16:14 see stats
By Hit Me Harder the Yeek Adventurer level 20
79th Dusk 122nd year of Ascendancy at 21:19 see stats
By Hit Me Harder the Yeek Adventurer level 30
67th Regrowth 123rd year of Ascendancy at 09:44 see stats
By Hit Me Harder the Yeek Adventurer level 40
44th Pyre 123rd year of Ascendancy at 05:56 see stats
By Hit Me Harder the Yeek Adventurer level 50
28th Pyre 124th year of Ascendancy at 01:05 see stats
By Hit Me Harder the Yeek Adventurer level 29
60th Regrowth 123rd year of Ascendancy at 18:12 see stats
By Hit Me Harder the Yeek Adventurer level 50
33rd Pyre 124th year of Ascendancy at 16:58 see stats
By Hit Me Harder the Yeek Adventurer level 50
60th Pyre 124th year of Ascendancy at 05:58 see stats
By Hit Me Harder the Yeek Adventurer level 21
19th Haze 122nd year of Ascendancy at 00:06 see stats
By Hit Me Harder the Yeek Adventurer level 29
60th Regrowth 123rd year of Ascendancy at 18:23 see stats
By Hit Me Harder the Yeek Adventurer level 31
69th Regrowth 123rd year of Ascendancy at 12:22 see stats
By Hit Me Harder the Yeek Adventurer level 30
68th Regrowth 123rd year of Ascendancy at 08:28 see stats
By Hit Me Harder the Yeek Adventurer level 42
28th Regrowth 124th year of Ascendancy at 07:44 see stats
By Hit Me Harder the Yeek Adventurer level 50
60th Pyre 124th year of Ascendancy at 05:56 see stats
By Hit Me Harder the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 21:55 see stats
By Hit Me Harder the Yeek Adventurer level 9
7th Mirth 122nd year of Ascendancy at 00:14 see stats
By Hit Me Harder the Yeek Adventurer level 45
78th Regrowth 124th year of Ascendancy at 12:42 see stats
By Hit Me Harder the Yeek Adventurer level 50
60th Pyre 124th year of Ascendancy at 05:58 see stats
By Hit Me Harder the Yeek Adventurer level 32
1st Pyre 123rd year of Ascendancy at 14:54 see stats
By Hit Me Harder the Yeek Adventurer level 23
6th Decay 122nd year of Ascendancy at 20:47 see stats
By Hit Me Harder the Yeek Adventurer level 28
47th Regrowth 123rd year of Ascendancy at 15:52 see stats
By Hit Me Harder the Yeek Adventurer level 19
72nd Dusk 122nd year of Ascendancy at 02:30 see stats
By Hit Me Harder the Yeek Adventurer level 50
60th Pyre 124th year of Ascendancy at 05:58 see stats
By Hit Me Harder the Yeek Adventurer level 38
35th Pyre 123rd year of Ascendancy at 09:34 see stats
Log
Hit Me Harder casts Curse of Vulnerability.
Hit Me Harder's spell attains critical power!
Hit Me Harder performs a melee critical strike against Argoniel!
Argoniel's spell attains critical power!
Hit Me Harder performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Nightmare (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Hit Me Harder's spell attains critical power!
Hit Me Harder performs a melee critical strike against Argoniel!
Hit Me Harder hits Argoniel for 360 physical, 23 mind, 43 lightning, 27 fire, 0 arcane, 175 physical, 43 lightning, 27 fire, 0 arcane, 278 physical, 23 mind, 43 lightning, 27 fire, 0 arcane, 277 physical, 43 lightning, 27 fire, 0 arcane, 417 physical (1836 total damage).
Tempest of Metal hits Argoniel for 163 physical, 23 mind, 43 lightning, 27 fire, 0 arcane, 9 lightning, 102 physical, 43 lightning, 27 fire, 0 arcane, 193 lightning (631 total damage).
Blood Splash hits Hit Me Harder for 26 healing (21 psi heal), 42 healing (34 psi heal) (0 total damage) [123 healing].
Tempest of Metal killed Argoniel!
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 506 healing.
Acid Splash from Argoniel hits Carrion worm mass for 0 acid damage.
Hit Me Harder's spell attains critical power!
Hit Me Harder's spell attains critical power!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Nightmare (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Nightmare (Roguelike) difficulty)!
Option unlocked: New Class: Adventurer
New Achievement: Purely a Formality (Nightmare (Roguelike) difficulty)!
Option unlocked: New game difficulty mode: Insane
Saving game...
Saving done.