














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official 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:
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. Embers of Rage 1.7.4Official 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:
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 Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. 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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better 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 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. Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Doomed |
| Level / Exp | 35 / 55% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 128.81709104838 (base 60) |
| Dexterity | 136.63418209676 (base 60) |
| Constitution | 135 (base 60) |
| Magic | 133.81709104838 (base 60) |
| Willpower | 178.11464784159 (base 60) |
| Cunning | 156.79433734503 (base 60) |
Resources
| Hate | 99/105 |
| Equilibrium | 86 |
| Life | 1711/2009 |
| Steam | 130/130 |
| Psi | 118/238 |
| Healing Factor | 2.0270442053816 |
| Regeneration | 68.592995490283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +66.94313105392% |
| Spell | 0% |
| Global | +185.51333522239% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 10 |
| See Stealth | 106.56966298904 |
| See Invisible | 113.56966298904 |
Offense: Mainhand
| Damage | 284 |
| Accuracy | 104 |
| Crit Chance | 91% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 339 |
| Accuracy | 104 |
| Crit Chance | 91% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 99 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Mind
| Mindpower | 126 |
| Crit Chance | 96% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +22% |
| Physical | +16% |
| Cold | +11% |
| All | 0% |
| Darkness | +35% |
| Light | +15% |
| Lightning | +5% |
| Mind | +35% |
| Fire | +51% |
| Nature | +50% |
Offense: Damage Penetration
| Darkness | +35% |
| Nature | +55% |
| Fire | +25% |
| Mind | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 20 (74.708763900747%) |
| Defense | 116 |
| Ranged Defense | 116 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 83 |
| Mental Save | 93 |
Defense: Resistances
| Blight | + 59%( 70%) |
| Physical | + 75%( 75%) |
| Cold | + 68%( 70%) |
| All | + 59%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 53%( 70%) |
| Lightning | + 67%( 70%) |
| Mind | + 60%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 48% |
| Fear Resistance | 48% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Disarm Resistance | 21% |
| Bleed Resistance | 90% |
| Teleport Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 89%. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% 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 Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 689 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Krog | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dreaming | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Through The Crowd |
| talent | Range Amplification Device |
| talent | Psiblades |
| talent | Shadow Decoy |
| talent | Antimagic Shield |
| talent | Skate |
| talent | Deflection |
| talent | Gesture of Pain |
| talent | Aether Permeation |
| talent | Elemental Harmony |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Lucid Dreamer |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.8)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 58% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Increases physical save, spell save, and mental save by 40. Global speed increased by 12%. Through The Crowd |
| beneficial effect | Guarding against melee damage: Will dismiss up to 151 damage from the next 3.1 attack(s) with a 11% chance to counterattack. Guarded |
| beneficial effect | The target's combat attack and crit chance are improved by 48 and 24%, respectively. Perfect control |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.8)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 110 mind and 110 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 184 Mind damage, and deal 184 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mysticism · Ungrol of Last Hope's elixir of brawn |
| beneficial effect | All stats increased by 64. Pain Enhancement System |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| beneficial effect | Increases global speed by 54%. Quick |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 43% if the increase would be enough to kill your opponent. |
Quests
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Psionic / Dreaming (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 528. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed naga tongue. * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Camezilathad' (Misfortune) (0 def, 1 armour) 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +1 Resists +3% nature Phys.save +12 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Poison- +20% Pinning- +10% Stun/Frz- +10% Knockbk- +10% Teleport- +100% Curse of Misfortune A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +15% light +25% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Infravis +4 See.Invis +4 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 195, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 631.80 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steam Powered Helm (Nightmares) (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +4 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +6 (+1 eff.) Blind- +50% Curse of Nightmares A Helmet. But with steam power! |
| On hands | Buroddachak (Corpses) (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Phys.pwr +15 (+2 eff.) Melee+ 8 lightning Dmg.mod +5% lightning Acc +15 (+2 eff.) ----- def ----- Armour +7 Resists +7% lightning Mind.save +11 (+2 eff.) Max.HP +51.00 Disarm- +21% ---------- misc Infravis +3 Masteries +0.20 Technique/Grappling Unarmed combat: Power 126% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Disarm 3 On Hit: 10% Battle Shout 3 On Hit: 10% Lightning Breath 3 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Lisumina' (Nightmares)0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Melee+ 8 physical Ranged+ 5 physical Dmg.mod +11% cold +11% physical On Hit (Melee): * 11% chance to reduce all saves and defense by 57 On Hit (Ranged): * 12% chance to reduce all saves and defense by 57 ----- def ----- Resists +22% cold +11% physical ---------- misc Hate/m.crit +2.00 Max.hate +5.00 See.Invis +3 Curse of Nightmares Bleeding Edge: Puts all charms on 12 cooldown Level 5.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Ring of the Dead (Nightmares)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 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Nightmares 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 | Radhithad (Nightmares)0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +10 Dmg.mod +12% blight ----- def ----- Resists +6% physical Heal.mod +26% Cut- +60% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Vim/s.crit +1.00 Curse of Nightmares Heal: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 746 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Psionic Fury (Corpses) (104% power, 55 apr, mind damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 143% Wil, 50% Mag, 62% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +55 Crit +5.0% Atk.spd 100% On Hit.r1 +36 20% chance of physical repulsion While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +21 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Curse of Corpses Release a wave of psionic power, dealing 500.32 mind damage (based on Willpower) to all within radius 5. Uses 23 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Around waist | rough leather belt 'Anohek' (Madness) 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +21 (+4 eff.) Resists +3% darkness Phys.save +3 (+1 eff.) Proj.slow +15% Die.at -40.00 life Max.HP +31.00 Teleport- +10% Curse of Madness A belt that goes around your waist. |
| In off hand | Seeds of the Black Tree (Corpses) (115% power, 59 apr, darkness damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 122% Wil, 112% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +59 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target * shock your foe dealing 33 damage and draining some of their resources While equipped: Stats +12 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +25 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness Curse of Corpses This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
| Cloak | Serpentine Cloak (Madness) (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Resists +12% lightning Poison- +50% Stun/Frz- +20% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Curse of Madness Cunning and malice seem to emanate from this cloak. |
| Main armor | Evermoss Robe (Corpses) (12 def, 0 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +2.20 Heal.mod +15% Poison- +30% Disease- +30% Cut- +30% ---------- misc Masteries +0.30 Wild-gift/Moss Curse of Corpses This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Primal Infusion (affinity 28%; reduction 5; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of the Rift (862.46 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 862.46 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. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
caustic steel dagger (Corpses) (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 106% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +9 acid +9 nature While equipped: dps ---------- Res.pen +11% acid +5% nature Apr +8 Curse of Corpses Sharp, short and deadly. |
steel dagger of shearing (Shrouds) (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 108% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +5 (+1 eff.) Apr +9 Curse of Shrouds Sharp, short and deadly. |
Bloomsoul (Corpses) (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Corpses Bloom Heal: (Instant) Level 2.5 Pwr.cost 23 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 96 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Surefire (Madness)4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) Curse of Madness This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Spinal Cage (Nightmares) (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Curse of Nightmares Bone Grab: Level 3.5 Pwr.cost 12 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 166.09 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Scale Mail of Kroltar (Nightmares) (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Nightmares Devouring Flame: Level 4.5 Pwr.cost 29 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 125.60 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Ureslak's Molted Scales (Nightmares) (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Nightmares Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 29 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Shoes of Moving Slowly (Misfortune) (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Misfortune Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
prismatic rough leather cap of the depths (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: Stats +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +11% light +11% darkness ---------- misc Breathe water Curse of Shrouds A cap made of leather. |
10 agate0.0 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 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. |
10 citrine0.0 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. |
11 zircon0.0 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. |
3 aquamarine0.0 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. |
4 opal0.0 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. |
4 topaz0.0 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. |
8 amethyst0.0 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. |
6 onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 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. |
8 garnet0.0 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. |
8 quartz0.0 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. |
diamond0.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane 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. |
115 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 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. |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 34] potent fiery salve [power 34]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 61% cooldown modifier. Remove 1 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 40] powerful frost salve [power 40]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 61% cooldown modifier. Remove 2 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 474] powerful pain suppressor salve [power 474]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 61% cooldown modifier. Let you fight up to -474 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
powerful water salve [power 40] powerful water salve [power 40]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 61% cooldown modifier. Remove 2 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 5.4 Pwr.cost 12 out of 25/25. Range 10 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 38 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Athenie the Krog Doomed level 11
13rd Regrowth 123rd year of Ascendancy at 07:09 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Athenie the Krog Doomed level 7
38th Haze 122nd year of Ascendancy at 14:42 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Athenie the Krog Doomed level 27
7th Dusk 123rd year of Ascendancy at 07:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Athenie the Krog Doomed level 21
4th Mirth 123rd year of Ascendancy at 00:25 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Athenie the Krog Doomed level 20
77th Pyre 123rd year of Ascendancy at 07:43 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Athenie the Krog Doomed level 30
18th Dusk 123rd year of Ascendancy at 20:42 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Athenie the Krog Doomed level 24
7th Mirth 123rd year of Ascendancy at 21:10 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Athenie the Krog Doomed level 34
28th Dusk 123rd year of Ascendancy at 20:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Athenie the Krog Doomed level 10
45th Haze 122nd year of Ascendancy at 22:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Athenie the Krog Doomed level 20
72nd Pyre 123rd year of Ascendancy at 07:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Athenie the Krog Doomed level 30
18th Dusk 123rd year of Ascendancy at 06:14 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Athenie the Krog Doomed level 19
45th Pyre 123rd year of Ascendancy at 20:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Athenie the Krog Doomed level 25
3rd Summertide 123rd year of Ascendancy at 01:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Athenie the Krog Doomed level 10
46th Haze 122nd year of Ascendancy at 04:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Athenie the Krog Doomed level 6
78th Pyre 122nd year of Ascendancy at 03:25 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Athenie the Krog Doomed level 16
59th Regrowth 123rd year of Ascendancy at 02:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Athenie the Krog Doomed level 32
25th Dusk 123rd year of Ascendancy at 04:23 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Athenie the Krog Doomed level 1
74th Pyre 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Athenie the Krog Doomed level 1
74th Pyre 122nd year of Ascendancy at 12:35 see stats
Log
You unleash a crippling blast of earthen energy!
Walking corpse activates Bone Shield.
Walking corpse activates Through The Crowd.
The corpse of the Subject Z pulls itself up to fight for you.
Athenie hits Subject Z for 447 mind, 679 physical (1126 total damage).
Athenie killed Subject Z!
Shadow receives 64 healing from Ghoul's purging blight area effect.
Shadow receives 64 healing from Ghoul's purging blight area effect.
Shadow receives 64 healing from Ghoul's purging blight area effect.
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Athenie receives 88 healing from Unnatural Body.
Athenie gains 12% of a turn from Ancestral Life.
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Shadow receives 64 healing from Ghoul's purging blight area effect.
Shadow receives 64 healing from Ghoul's purging blight area effect.
Shadow receives 64 healing from Ghoul's purging blight area effect.
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Athenie picks up (s.): Spinal Cage (Nightmares) (5 def, 8 armour).
Athenie picks up (a.): Primal Infusion (affinity 28%; reduction 5; dur 4; cd 18).
Athenie picks up (r.): caustic steel dagger (Corpses) (105% power, 6 apr).
Athenie picks up (s.): steel dagger of shearing (Shrouds) (108% power, 6 apr).
Lore found: Spinal Cage (Nightmares)
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Primal Infusion
You can read all your collected lore in the game menu, by pressing Escape.
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The contact with the Wayist mind has improved your mental shields. (+15 mental save, +10% confusion resistance)























































































































































































