Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | 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.
Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Items Vault 1.7.0Donators/Buyers bonus! 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:
Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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:
Savefile Notes 1.7.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bastion 1.5.10A complete rework for Bulwark. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Thalore |
Class | Adventurer |
Level / Exp | 34 / 10% |
Size | huge |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 217 (base 49) |
Dexterity | 83 (base 12) |
Constitution | 111 (base 60) |
Magic | 118 (base 60) |
Willpower | 45 (base 12) |
Cunning | 109 (base 34) |
Resources
Life | 1167/1167 |
Mana | 143/143 |
Stamina | 182/196 |
Steam | 100/100 |
Healing Factor | 1.893131112168 |
Regeneration | 33.526056304188 |
Speed
Mental | +66.465930978008% |
Attack | 0% |
Movement | +1035.1408951484% |
Spell | +37.57286811114% |
Global | +158.57855901076% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 16 |
See Stealth | 126.2179347285 |
See Invisible | 132.21793472851 |
Offense: Mainhand
Damage | 488 |
Accuracy | 90 |
Crit Chance | 87% |
APR | 122 |
Speed | 0.60 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 118 |
Crit Chance | 35% |
Speed | 0.72688751330832 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Blight | +107% |
Physical | +88% |
Mind | +113% |
All | +80% |
Darkness | +95% |
Light | +95% |
Temporal | +85% |
Fire | +116% |
Lightning | +133% |
Offense: Damage Penetration
Lightning | +94% |
Cold | +29% |
Blight | +69% |
Physical | +22% |
Fire | +39% |
All | +14% |
Defense: Base
Armour (hardiness) | 133.68227291126 (100%) |
Defense | 0 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 42 |
Mental Save | 46 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 66%( 70%) |
Physical | + 65%( 70%) |
Cold | + 61%( 70%) |
All | + 32%( 70%) |
Lightning | + 66%( 70%) |
Light | + 50%( 70%) |
Temporal | + 49%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 47%( 70%) |
Fire | + 70%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 68% |
Silence Resistance | 10% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 896 damage for 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 98%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 296 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 Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (73% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 240 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Soldier | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Retaliation | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 3.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Expertise / Axes | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 3.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Gladiator | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Arms | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 3.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 3.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 3.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 3.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 3.00 |
| 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 |
Effects
talent | Hurricane |
talent | Fiery Hands |
talent | Arcane Combat |
talent | Essence of Speed |
talent | Cleaving Blows |
talent | Shield Wall |
talent | Tempest |
talent | Feather Wind |
talent | Shock Hands |
talent | Iron Guard |
talent | Shadow Feed |
talent | Battle Frenzy |
beneficial effect | The target is surrounded by a magical shield, absorbing 887/887 damage before it crumbles. Damage Shield |
beneficial effect | Reduces all damage taken by 129, converting 20% of it into stamina. Adrenaline Surge |
beneficial effect | Each melee blow landed has a 74% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | The target is in a whistling vortex, granting +34 ranged defense, -34 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
beneficial effect | Reduces all damage taken by 295. Blocking |
beneficial effect | Grants a +80% damage bonus. Steamroller |
beneficial effect | Stamina regeneration increased by 6.1. Flow of Battle |
beneficial effect | Movement is 1000% faster. Step Up |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. | active |
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 |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanogamina the elder vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 70. | 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. | active |
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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within1 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Daireyafang the pair of dwarven-steel boots (4 def, 4 armour) Daireyafang the pair of dwarven-steel boots (4 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +4 (+0 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 44 Damage when hit (Melee): 2 blight Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +20% blight / +8% physical Changes damage: +3% blight Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 10.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 83 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Cyryseth CyrysethPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +7 Str / +4 Dex / +5 Mag / +5 Wil Changes resistances: +7% cold / +8% temporal Changes resistances penetration: +20% blight Light radius: +4 Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | voratun helm 'Amymas' (0 def, 5 armour) voratun helm 'Amymas' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Str / +5 Wil / +4 Cun Changes resistances: +9% blight / +9% fire / +3% light / +3% nature Physical save: +21 (+5 eff.) Silence immunity: +10% Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Balulen the Kindleknight (0 def, 2 armour) Balulen the Kindleknight (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 temporal Damage (Ranged): 5 temporal Changes resistances: +3% light / +8% temporal Changes damage: +5% temporal Mental save: +15 (+5 eff.) Mental crit. chance: +3% Light radius: +3 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. |
Tool | bloodhexed voratun pickaxe (dig speed 18 turns) bloodhexed voratun pickaxe (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +13 Str / +10 Wil Mental crit. chance: +13% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Artheroddayon the gold ring Artheroddayon the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage when hit (Melee): 6 arcane Changes stats: +7 Str / +10 Dex / +7 Cun / +7 Con Changes resistances: +9% mind Light radius: +3 Rings make your fingers look great! |
On fingers | conjurer's stralite ring of pilfering conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Defense: +13 (+0 eff.) Changes stats: +7 Mag / +8 Wil Spellpower: +9 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 10.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 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 246% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Issyrokhad the Freezeire Issyrokhad the FreezeireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Cun Changes resistances penetration: +15% cold Changes damage: +33% mind / +8% physical Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 Mindpower: +35 (+6 eff.) Combat speed: +10% Amulets make your neck look great! |
In main hand | Xanylraba the voratun waraxe (39-55 power, 18 apr) Xanylraba the voratun waraxe (39-55 power, 18 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +19.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +8 acid Damage (radius 2) on crit: +67 fire When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +15 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +3% fire / +3% darkness Changes resistances penetration: +20% fire / +14% all See invisible: +6 Global speed: +7% One-handed war axes. |
Around waist | hardened leather belt 'Skywind' hardened leather belt 'Skywind'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 44 Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +15% blight / +15% fire Changes resistances penetration: +15% blight / +25% lightning Changes damage: +24% blight Trap disarming bonus: +17 Stealth bonus: +11 Infravision radius: +5 A belt that goes around your waist. |
In off hand | crackling voratun shield of the stars (0 def, 10 armour, 66-79 power, 187 block) crackling voratun shield of the stars (0 def, 10 armour, 66-79 power, 187 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +187 Damage (Melee): +15 lightning / +17 light / +20 darkness When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 18 lightning Changes stats: +4 Dex / +10 Mag / +9 Cun Changes resistances: +18% lightning / +12% light / +14% darkness Changes damage: +15% light / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Umbraglamour' (1 def, 0 armour) linen cloak 'Umbraglamour' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+0 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% light / +6% darkness Changes resistances penetration: +5% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Velathra (5 def, 17 armour) Velathra (5 def, 17 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+0 eff.) Fatigue: +12% Changes resistances: +11% acid / +11% physical / +6% light / +9% temporal / +36% cold / +33% lightning / +15% fire Stun/Freeze immunity: +20% Life regen: +4.00 A suit of armour made of mail. |
Inventory
regeneration infusion of the titan (heal 498; 17 cd) regeneration infusion of the titan (heal 498; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 498 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bokolegen the Kilnbearer Bokolegen the KilnbearerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances: +16% mind / +15% fire Confusion immunity: +26% Light radius: +2 See invisible: +15 Amulets make your neck look great! |
serendipitous steel amulet of willpower (+9) =lucker= serendipitous steel amulet of willpower (+9) =lucker=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +9 Lck / +2 Wil Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Hanalebar the copper ring Hanalebar the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Con Changes resistances: +12% fire Spell save: +11 (+3 eff.) Maximum life: +40.00 Maximum stamina: +10.00 Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Lorosta' copper ring 'Lorosta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes damage: +3% mind Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Zubewyn the dwarven-steel greatsword (36-58 power, 2 apr)Zubewyn the dwarven-steel greatsword (36-58 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Armour: +12 Defense: +30 (+0 eff.) Changes resistances penetration: +15% temporal Physical save: +18 (+5 eff.) Poison immunity: +20% Teleport immunity: +20% Massive two-handed swords. |
Skyimmortal the steel waraxe (12-18 power, 3 apr) Skyimmortal the steel waraxe (12-18 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+0 eff.) Changes resistances: +15% mind Changes resistances penetration: +20% lightning Disarm immunity: +22% Healing mod.: +5% One-handed war axes. |
Zyndil (22-30 power, 4 apr) Zyndil (22-30 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +9% nature / +9% cold Reduces incoming crit damage: 15.00% Mental save: +18 (+6 eff.) Poison immunity: +20% Knockback immunity: +20% One-handed war axes. |
balanced iron waraxe (12-16 power, 2 apr) balanced iron waraxe (12-16 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+0 eff.) Disarm immunity: +21% One-handed war axes. |
rough leather belt 'Eilinivea' rough leather belt 'Eilinivea'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 4 physical Changes resistances: +2% physical Only die when reaching: -20.00 life Maximum life: +35.00 A belt that goes around your waist. |
Chargetide (0 def, 3 armour) Chargetide (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Str / +2 Con Changes damage: +6% lightning Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of phasing (0 def, 1 armour) pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 18 turns. A pair of boots made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather hat 'Malobers' (0 def, 3 armour) hardened leather hat 'Malobers' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +10 Str / +7 Dex / +1 Wil / +2 Con Changes resistances: +8% lightning / +8% temporal Silence immunity: +0% Maximum vim: +20.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 13.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1679.9 Physical damage. If the attack hits, the target is confused (44% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Porothra the dwarven-steel plate armour (11 def, 16 armour) Porothra the dwarven-steel plate armour (11 def, 16 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +11 (+0 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 54% Damage when hit (Melee): 2 acid Changes stats: +3 Cun Changes resistances: +24% cold / +5% arcane / +18% fire Changes damage: +9% acid Mental save: +15 (+5 eff.) A suit of armour made of metal plates. |
reinforced iron shield (0 def, 4 armour, 9-11 power, 37 block) reinforced iron shield (0 def, 4 armour, 9-11 power, 37 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +37 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 33-40 power, 75 block) shocking dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 33-40 power, 75 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 lightning Damage when hit (Melee): 4 lightning Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
stralite shield of resistance (0 def, 8 armour, 52-62 power, 140 block) stralite shield of resistance (0 def, 8 armour, 52-62 power, 140 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +8% acid / +9% fire / +10% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
284 alchemist agate 284 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 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. |
powerful water salve [power 28] powerful water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 158% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Saba-nur the Thalore Adventurer level 33
55th Pyre 123rd year of Ascendancy at 17:09 see stats
By Saba-nur the Thalore Adventurer level 21
30th Regrowth 123rd year of Ascendancy at 18:21 see stats
By Saba-nur the Thalore Adventurer level 29
23rd Pyre 123rd year of Ascendancy at 03:56 see stats
By Saba-nur the Thalore Adventurer level 23
20th Pyre 123rd year of Ascendancy at 23:19 see stats
By Saba-nur the Thalore Adventurer level 13
5th Flare 122nd year of Ascendancy at 15:59 see stats
By Saba-nur the Thalore Adventurer level 32
32nd Pyre 123rd year of Ascendancy at 13:23 see stats
By Saba-nur the Thalore Adventurer level 26
22nd Pyre 123rd year of Ascendancy at 21:51 see stats
By Saba-nur the Thalore Adventurer level 21
30th Regrowth 123rd year of Ascendancy at 18:00 see stats
By Saba-nur the Thalore Adventurer level 33
32nd Pyre 123rd year of Ascendancy at 23:24 see stats
By Saba-nur the Thalore Adventurer level 10
5th Mirth 122nd year of Ascendancy at 22:11 see stats
By Saba-nur the Thalore Adventurer level 20
30th Regrowth 123rd year of Ascendancy at 05:43 see stats
By Saba-nur the Thalore Adventurer level 30
24th Pyre 123rd year of Ascendancy at 20:42 see stats
By Saba-nur the Thalore Adventurer level 25
22nd Pyre 123rd year of Ascendancy at 18:02 see stats
By Saba-nur the Thalore Adventurer level 33
37th Pyre 123rd year of Ascendancy at 15:19 see stats
By Saba-nur the Thalore Adventurer level 31
26th Pyre 123rd year of Ascendancy at 19:52 see stats
By Saba-nur the Thalore Adventurer level 23
20th Pyre 123rd year of Ascendancy at 22:08 see stats
By Saba-nur the Thalore Adventurer level 9
5th Mirth 122nd year of Ascendancy at 19:16 see stats
By Saba-nur the Thalore Adventurer level 6
76th Pyre 122nd year of Ascendancy at 03:40 see stats
By Saba-nur the Thalore Adventurer level 8
3rd Mirth 122nd year of Ascendancy at 10:31 see stats
By Saba-nur the Thalore Adventurer level 21
30th Regrowth 123rd year of Ascendancy at 18:21 see stats
By Saba-nur the Thalore Adventurer level 18
29th Regrowth 123rd year of Ascendancy at 20:05 see stats
By Saba-nur the Thalore Adventurer level 25
22nd Pyre 123rd year of Ascendancy at 19:37 see stats
By Saba-nur the Thalore Adventurer level 13
5th Flare 122nd year of Ascendancy at 15:59 see stats
By Saba-nur the Thalore Adventurer level 27
23rd Pyre 123rd year of Ascendancy at 02:31 see stats
Log
Emovena the forest wight casts Manathrust.
Ce'Nota the multi-hued drake hatchling casts Stone Wall.
Ce'Nota the multi-hued drake hatchling is affected by the glimmerstone!
Multi-hued drake hatchling is affected by the glimmerstone!
Emovena the forest wight hits Saba-nur for (262 blocked), (0 ignored), 0 arcane (0 total damage).
Ce'Nota the multi-hued drake hatchling hits Saba-nur for (277 blocked), (0 ignored), 0 physical (0 total damage).
Saba-nur deactivates Shield Wall.
Saba-nur activates Shield Wall.
Saba-nur deactivates Fiery Hands.
Saba-nur activates Fiery Hands.
Saba-nur deactivates Cleaving Blows.
Saba-nur activates Cleaving Blows.
Saba-nur deactivates Hurricane.
Saba-nur activates Hurricane.
Saba-nur deactivates Shadow Feed.
Saba-nur activates Shadow Feed.
Saba-nur deactivates Tempest.
Saba-nur activates Tempest.
Saba-nur deactivates Feather Wind.
Saba-nur activates Feather Wind.
Saba-nur deactivates Shock Hands.
Saba-nur activates Shock Hands.
Saba-nur deactivates Iron Guard.
Saba-nur activates Iron Guard.
Saba-nur deactivates Essence of Speed.
Saba-nur activates Essence of Speed.
Saba-nur deactivates Battle Frenzy.
Saba-nur activates Battle Frenzy.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.