













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 37 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Adeda the skeleton archer at level 11 on the 14th Loss 122nd year of Ascendancy at 05:44 4 / 3Killed by elven cultist at level 25 on the 16th Steel 123rd year of Ascendancy at 04:28 Killed by war hound at level 33 on the 28th Gold 123rd year of Ascendancy at 20:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 71 (base 60) |
| Magic | 10 (base 12) |
| Willpower | 81 (base 60) |
| Cunning | 42 (base 30) |
Resources
| Psi | 460/460 |
| Life | 943/943 |
| Steam | 100/100 |
| Stamina | 389/410 |
| Equilibrium | 55 |
| Healing Factor | 2.3896680497926 |
| Regeneration | 253.42429668051 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +139.10526315789% |
Vision
| Sight | 12 |
| Lite | 0 |
| Infravision | 10 |
| See Stealth | 46.051968732286 |
| See Invisible | 49.051968732286 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 52 |
| Crit Chance | 14% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +63% |
| Acid | +8% |
| Physical | +14% |
| Fire | +41% |
| Darkness | +12% |
| Arcane | +17% |
| Mind | +29% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +11% |
| Physical | +10% |
| Mind | +15% |
| Arcane | +10% |
| Fire | +25% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 76.234177825373 (30%) |
| Defense | 30 |
| Ranged Defense | 38 |
| Fatigue | 26 |
| Physical Save | 76.4 |
| Spell Save | 74 |
| Mental Save | 80 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 70%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 45%( 70%) |
| Lightning | + 45%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 57% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 5% |
| Stun Resistance | 37% |
| Poison Resistance | 12% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Thermal Shield |
| talent | Charged Shield |
| talent | Wild Growth |
| talent | Overheat Saws |
| talent | Skate |
| talent | Antimagic Shield |
| talent | Automated Cloak Tessellation |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | A flow of life spins around the target, regenerating 102.80 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
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 improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Evasion (+1 level(s)). | 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 improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 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 Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 196. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 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
| Psionic focus | Lisyribeth the dwarven-steel battleaxe (28-42 power, 2 apr) =Core=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 Base power: 28.0 - 42.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease * splashes acid on your target dealing 39 damage and reducing their armor Damage (Melee): +34 insidious poison / +14 temporal / +4 blight / +14 nature Burst (radius 1) on hit: +8 blight When wielded/worn: Armour penetration: +12 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% physical Changes damage: +12% physical Massive two-handed battleaxes. |
| On hands | Eclipsebiter (0 def, 3 armour) =Core=Requires: - Level 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 24 mind / 33 darkness Damage when hit (Melee): 8 darkness Changes stats: +1 Cun / +3 Wil Changes resistances: +17% blight / +18% darkness / +10% arcane Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +4 Flash Powder Reduces incoming crit damage: 10.00% Physical save: +10 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +47% Mindpower: +9 (+3 eff.) See invisible: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| Light source | Taintbrawn the brass lantern =Core=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% nature Maximum life: +43.00 Light radius: +2 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. |
| On head | Bleakmoon of the Blightspawn (7 def, 17 armour) =Core=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Defense: +7 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Effects when hit in melee: * 30% chance to disease * 40% chance to inflict 15% damage reduction Changes resistances: +6% blight / +17% nature / +6% all Changes damage: +3% mind Physical save: +15 (+1 eff.) Spell save: +8 (+1 eff.) Maximum life: +97.00 Infravision radius: +10 Sight radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +23% A cap made of leather. This object's appearance was changed to ???. |
| On feet | pair of iron boots 'Islanor' (0 def, 5 armour) =Core=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances: +15% mind / +9% cold Physical save: +10 (+1 eff.) Mental save: +12 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to ???. |
| Tool | Tree of Life =Core=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Liseta =Core=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +27% nature / +6% blight Changes damage: +11% nature Poison immunity: +12% Disease immunity: +12% Silence immunity: +5% Disarm immunity: +10% Knockback immunity: +15% Rings can have magical properties. |
| On fingers | steel ring 'Radhygar' =Core=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +22% nature Changes damage: +11% nature Critical mult.: +15.00% Mental save: +30 (+6 eff.) Equilibrium when hit: +0.08 Spellpower: +8 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | Brodendur the gold amulet =Core=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +4 Cun Changes resistances: +19% lightning Changes damage: +24% mind Mental save: +18 (+4 eff.) Stun/Freeze immunity: +37% Equilibrium when hit: +0.12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | Ashgrit the stralite steamsaw (32.5-48.75 power, 19 apr) =Core=Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +76 On weapon hit: * splashes acid on your target dealing 51 damage and reducing their armor Burst (radius 1) on hit: +12 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances: +11% acid / +9% fire / +11% lightning / +9% cold Changes resistances penetration: +15% mind / +25% fire Changes damage: +30% fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to Crystalline Iron steamsaw. |
| Around waist | Girdle of the Calm Waters =Core=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel steamsaw 'Galisadil' (14.5-21.75 power, 8 apr) =Core=Requires: - Strength 16 - Talent Steam Pool Infused by arcane disrupting forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +21 On weapon hit: * 14% chance to cause random gloom * Slows global speed by 7% * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * splashes acid on your target dealing 44 damage and reducing their armor Damage (Melee): +9 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +1 Cun / +1 Wil Changes resistances: +6% blight Talent granted: +1 Block Mental save: +3 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to Crystalline Iron steamsaw. |
| Cloak | Brighttyphoon the cashmere cloak (2 def, 0 armour) =Core=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Wil Changes resistances: +20% cold / +12% fire / +20% nature / +13% darkness Changes resistances penetration: +11% darkness Changes damage: +9% fire / +10% darkness / +15% arcane Stealth bonus: +13 Mental save: +8 (+2 eff.) Maximum life: +64.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Mucusoracle' (19 def, 28 armour) =Core=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +19 (+10 eff.) Ranged Defense: +16 (+6 eff.) Fatigue: +9% Damage when hit (Melee): 20 nature / 50 physical Changes stats: +3 Dex Changes resistances: +6% nature / +10% physical Changes resistances penetration: +10% arcane Changes damage: +6% nature Physical save: +18 (+2 eff.) Life regen: +3.00 Maximum life: +89.00 Movement speed: +20% Healing mod.: +23% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 81% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 102% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 220% / cooldown 86%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 86%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
GiluzilathadInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +3 Cun / +4 Con Changes resistances: +13% blight / +17% nature / +9% acid Changes resistances penetration: +25% acid Blindness immunity: +18% Poison immunity: +33% Disease immunity: +25% Life regen: +0.60 Stamina each turn: +0.80 Infravision radius: +4 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets can have magical properties. |
Rainguile =9DEX=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +20 Damage when hit (Melee): 8 physical Changes stats: +9 Dex Changes resistances: +6% nature Amulets can have magical properties. |
steel amulet 'Shimmergasher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Dex / +3 Wil / +4 Con Amulets can have magical properties. |
Glaleba the BreezeracePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex Confusion immunity: +25% Stun/Freeze immunity: +45% Knockback immunity: +15% Spellpower: +13 (+2 eff.) Mindpower: +13 (+5 eff.) Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's copper ring =3DEX=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
mule's copper ring of lightning (+22%) =LitRes=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
steel ring 'Stokebraid'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Dex / +6 Wil / +9 Cun Changes resistances penetration: +10% mind / +20% fire Changes damage: +6% fire Critical mult.: +20.00% Mental save: +9 (+2 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =20DEX=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow 'Lelugorn' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +21 acid When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Con Changes damage: +30% acid Grants telepathy: Dragon Mental save: +9 (+2 eff.) Light radius: +2 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stralite longsword of massacre (38-53.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
Islenn the Dourrebel (11 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Str Changes resistances: +12% nature / +16% blight Physical save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Life regen: +2.10 Only die when reaching: -50.00 life Maximum life: +63.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Yvosevena the pair of dwarven-steel boots (16 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +16 (+8 eff.) Ranged Defense: +16 (+6 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +15% cold / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +32 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nissra the drakeskin leather cap (9 def, 5 armour) =13CUN=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +5 Defense: +9 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid / 8 physical Changes stats: +13 Cun / +10 Str Changes resistances: +6% acid Changes damage: +6% mind Mindpower: +8 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 59.3 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Geteregar (0 def, 3 armour) =waterbreath=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +5% Changes stats: +1 Str Changes resistances: +5% cold / +5% arcane / +3% darkness Allows you to breathe in: water Spell save: +3 (+0 eff.) Only die when reaching: -60.00 life Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Xerana the Arcquake (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +56% lightning / +6% nature Changes resistances penetration: +20% lightning Changes damage: +6% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Salygana (17 def, 8 armour, 82 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +8 Defense: +17 (+9 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +24% fire Talent granted: +3 Block Life regen: +0.80 Maximum stamina: +15.00 Handheld deflection devices. |
172 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyreba the voratun pickaxe (dig speed 11 turns) =Dig=Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +8 (+3 eff.) Armour: +2 Changes stats: +3 Str / +4 Dex / +11 Cun Changes resistances: +5% arcane Critical mult.: +12.00% Infravision radius: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =Utility=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came" =Unlock=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =Utility=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven lantern 'Layakira'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 43 fire Changes stats: +8 Cun / +2 Wil Changes resistances: +16% fire / +9% mind / +5% arcane Physical save: +3 (+0 eff.) Teleport immunity: +15% Light radius: -6 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby =Best stat gem atm=0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
great frost salve [power 36] great frost salve [power 36]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 208% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 501] great healing salve [power 501]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 208% efficiency and 66% cooldown modifier. It can be used to heal 501, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 437] great pain suppressor salve [power 437]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 208% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -437 life and reduces all damage by 20% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great water salve [power 36] great water salve [power 36]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 208% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (36% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic Core =Core=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 76 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
12 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ailianas the Dwarf Adventurer level 29
28th Steel 123rd year of Ascendancy at 09:28 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ailianas the Dwarf Adventurer level 22
5th Steel 123rd year of Ascendancy at 07:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ailianas the Dwarf Adventurer level 9
3rd Loss 122nd year of Ascendancy at 21:53 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Ailianas the Dwarf Adventurer level 35
35th Stralite 123rd year of Ascendancy at 17:27 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ailianas the Dwarf Adventurer level 31
41st Steel 123rd year of Ascendancy at 13:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ailianas the Dwarf Adventurer level 23
9th Steel 123rd year of Ascendancy at 18:05 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ailianas the Dwarf Adventurer level 20
23rd Iron 123rd year of Ascendancy at 10:23 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ailianas the Dwarf Adventurer level 23
9th Steel 123rd year of Ascendancy at 20:25 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ailianas the Dwarf Adventurer level 29
28th Steel 123rd year of Ascendancy at 10:35 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Ailianas the Dwarf Adventurer level 31
41st Steel 123rd year of Ascendancy at 13:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ailianas the Dwarf Adventurer level 10
11st Loss 122nd year of Ascendancy at 19:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ailianas the Dwarf Adventurer level 20
7th Iron 123rd year of Ascendancy at 19:26 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ailianas the Dwarf Adventurer level 30
32nd Steel 123rd year of Ascendancy at 11:45 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ailianas the Dwarf Adventurer level 30
35th Steel 123rd year of Ascendancy at 00:10 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ailianas the Dwarf Adventurer level 27
17th Steel 123rd year of Ascendancy at 10:24 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ailianas the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 16:59 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ailianas the Dwarf Adventurer level 29
28th Steel 123rd year of Ascendancy at 09:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ailianas the Dwarf Adventurer level 8
41st Dearth 122nd year of Ascendancy at 22:56 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ailianas the Dwarf Adventurer level 29
28th Steel 123rd year of Ascendancy at 09:28 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ailianas the Dwarf Adventurer level 31
18th Gold 123rd year of Ascendancy at 23:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ailianas the Dwarf Adventurer level 22
29th Iron 123rd year of Ascendancy at 21:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ailianas the Dwarf Adventurer level 22
28th Iron 123rd year of Ascendancy at 02:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ailianas the Dwarf Adventurer level 15
30th Loss 122nd year of Ascendancy at 21:34 see stats
Log
Today is the 43rd Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 44th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 45th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 1st Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 2nd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 3rd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 4th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 5th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 6th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 7th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 8th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 9th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 10th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 11st Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 12nd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 13rd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 14th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 15th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 16th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ailianas deactivates Thermal Shield.
Ailianas deactivates Charged Shield.
Ailianas deactivates Skate.
Ailianas deactivates Tempest of Metal.
Ailianas stops regenerating health quickly.
Ailianas deactivates Wild Growth.
Ailianas deactivates Icy Skin.
Ailianas deactivates Antimagic Shield.
Ailianas tessellates her cloak!
Ailianas deactivates Overheat Saws.
Ailianas deactivates Beyond the Flesh.





















































































































