

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Sawbutcher |
Level / Exp | 200 / 1928% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1817 (base 100) |
Dexterity | 439 (base 100) |
Constitution | 2039 (base 100) |
Magic | 494 (base 100) |
Willpower | 585 (base 100) |
Cunning | 3752.8 (base 100) |
Resources
Mana | 6080/7040 |
Equilibrium | 20 |
Life | 346524/346524 |
Positive | 3612/3612 |
Stamina | 5124/5124 |
Steam | 5119/5119 |
Healing Factor | 2.5 |
Regeneration | 3628.25 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +2528.0588768176% |
Spell | +200% |
Global | +1215% |
Vision
Sight | 10 |
Lite | 264 |
Infravision | 17 |
See Stealth | 1063.8193255457 |
See Invisible | 1956.8545275109 |
Offense: Mainhand
Damage | 27573 |
Accuracy | 220 |
Crit Chance | 1459% |
APR | 4704 |
Speed | 0.30 |
Offense: Offhand
Damage | 10613 |
Accuracy | 220 |
Crit Chance | 1459% |
APR | 4704 |
Speed | 0.33 |
Offense: Spell
Spellpower | 206 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 398.05 |
Offense: Mind
Mindpower | 372 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +508% |
Blight | +533% |
Arcane | +552% |
Cold | +526% |
All | +100% |
Mind | +514% |
Lightning | +520% |
Light | +1605% |
Temporal | +517% |
Physical | +685% |
Darkness | +540% |
Fire | +1692% |
Nature | +532% |
Offense: Damage Penetration
Acid | +430% |
Blight | +440% |
Arcane | +450% |
Cold | +418% |
All | +7% |
Mind | +465% |
Lightning | +420% |
Light | +420% |
Temporal | +425% |
Physical | +541% |
Darkness | +425% |
Fire | +470% |
Nature | +428% |
Defense: Base
Armour (hardiness) | 2026.9720695971 (100%) |
Defense | 293 |
Ranged Defense | 357 |
Fatigue | 0 |
Physical Save | 595 |
Spell Save | 496 |
Mental Save | 474 |
Defense: Resistances
Acid | + 96%( 96%) |
Blight | + 96%( 96%) |
Arcane | + 96%( 96%) |
Cold | + 96%( 96%) |
All | +335%( 96%) |
Mind | + 96%( 96%) |
Lightning | + 96%( 96%) |
Light | + 96%( 96%) |
Temporal | + 96%( 96%) |
Physical | + 96%( 96%) |
Darkness | + 96%( 96%) |
Fire | + 96%( 96%) |
Nature | + 96%( 96%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 85% |
Blind Resistance | 52% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 33.6 steam per turn. Can be activated for an instant burst of 168 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 39.6 steam per turn. Can be activated for an instant burst of 198 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Cunning / Tactical | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Battlefield management | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Sawmaiming | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Butchery | 70.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Air | 50.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Automated butchery | 51.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Battle machinery | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Furnace | 80.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 1.70 |
| 20/5 |
| 20/5 |
| 17/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Physics | 50.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Engineering | 101.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Harmony | 1.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Stone alchemy | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Chemistry | 50.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Blacksmith | 50.56 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Divination | 50.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 50.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Chants | 60.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Staff combat | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Light | 60.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Tempest of Metal |
talent | Thunderstorm |
talent | Melting Point |
talent | Keen Senses |
talent | Daunting Presence |
talent | Chant of Resistance |
talent | Furnace |
talent | Mow Down |
talent | Elemental Harmony |
talent | Feather Wind |
talent | Exploit Weakness |
talent | Premonition |
talent | Overheat Saws |
talent | Grinding Shield |
beneficial effect | The target's spellpower has been increased by 42. Spellsurge |
beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (11.5 counters remaining) Counter Attacking |
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. 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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | 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 gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 265. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. * You've found the needed warg claw. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +75 Defense: +601 (+37 eff.) Ranged Defense: +30 (+2 eff.) Fatigue: -5% Changes stats: +50 Str / +129 Dex / +30 Mag / +120 Wil / +60 Cun / +134 Con / +75 Lck Changes resistances: +14% fire / +15% cold Changes resistances penetration: +10% arcane / +33% physical Changes damage: +9% arcane / +10% physical Critical mult.: +10.00% Reduces incoming crit damage: 25.00% Stealth bonus: +15 Maximum encumbrance: +50 Physical save: +224 (+7 eff.) Spell save: +60 (+2 eff.) Mental save: +70 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +4.50 Mana each turn: +0.50 Psi when hit: +0.08 Maximum mana: +50.00 Maximum hate: +8.00 Spell crit. chance: +5% Mindpower: +18 (+1 eff.) Infravision radius: +3 Healing mod.: +30% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 292 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +12 (+0 eff.) Changes stats: +23 Mag / +36 Wil / +45 Con Changes resistances: +35% blight / +6% cold Changes resistances penetration: +10% blight / +10% mind / +7% all Critical mult.: +44.00% Physical save: +62 (+2 eff.) Mental save: +129 (+6 eff.) Blindness immunity: +52% Confusion immunity: +28% Teleport immunity: +10% Life regen: +10.20 Mana when firing critical spell: +4.00 Maximum life: +48.00 Maximum mana: +80.00 Maximum psi: +20.00 Mindpower: +12 (+0 eff.) Mental crit. chance: +12% Light radius: +15 See stealth: +27 See invisible: +27 Healing mod.: +27% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 4.8 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 305 for 7 turns. The radius will increase with your Cunning. 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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +16 Physical power: +18 (+0 eff.) Armour: +174 Defense: +139 (+9 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal / 20 physical Changes stats: +159 Str / +50 Dex / +50 Wil / +100 Cun / +85 Con Changes resistances: +26% acid / +14% physical / +15% temporal / +44% lightning / +43% fire / +45% cold / +14% all Changes resistances penetration: +20% arcane / +10% fire Changes damage: +12% arcane / +12% blight Physical save: +333 (+11 eff.) Spell save: +60 (+2 eff.) Mental save: +139 (+6 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +2% Light radius: +7 Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 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 460425.4 Physical damage. If the attack hits, the target is confused (49% 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 hat made of leather. Very stylish. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +8.0% Physical power: +16 (+0 eff.) Armour: +205 Armour Hardiness: +28% Effects on melee hit: * 32% chance to disease Damage (Melee): 8 light Damage when hit (Melee): 8 acid Changes stats: +26 Str / +126 Con Changes resistances: +12% lightning / +24% physical / +7% light / +9% nature Changes resistances penetration: +10% nature / +15% lightning Changes damage: +5% light Critical mult.: +7.00% Physical save: +109 (+3 eff.) Spell save: +17 (+0 eff.) Mental save: +185 (+8 eff.) Disarm immunity: +77% Life regen: +1.60 Stamina each turn: +0.80 Maximum life: +191.00 Maximum stamina: +16.00 Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 42.0 - 46.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Perfect Control (20% chance level 1). When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Battle Shout (40% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (20% chance level 1). When this weapon crits: Cripple (20% chance level 1). On weapon hit: * 7% chance to blind Damage (Melee): +8 physical / +12 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +13 (+0 eff.) Changes stats: +9 Str / +15 Dex Changes resistances: +17% fire / +18% darkness / +12% mind Changes resistances penetration: +5% mind Changes damage: +24% arcane / +6% mind Critical mult.: +18.00% Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Physical crit. chance: +4.0% Defense: +59 (+4 eff.) Ranged Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +9 Str / +5 Dex / +26 Cun / +93 Con Changes resistances: +9% light / +30% blight / +15% fire / +7% arcane / +92% nature Changes resistances penetration: +5% fire / +5% light / +10% arcane Changes damage: +34% nature Critical mult.: +12.00% Physical save: +84 (+3 eff.) Spell save: +151 (+6 eff.) Poison immunity: +60% Disease immunity: +55% Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +9.60 Hate when firing a critical mind attack: +3.00 Maximum life: +344.00 Maximum stamina: +78.00 Maximum hate: +15.00 Healing mod.: +84% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Physical power: +16 (+0 eff.) Defense: +36 (+3 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +3 Dex / +12 Cun / +10 Con Changes resistances: +13% blight / +36% cold / +13% nature Changes damage: +12% physical / +18% cold Critical mult.: +6.00% Physical save: +60 (+2 eff.) Spell save: +36 (+1 eff.) Mental save: +38 (+2 eff.) Poison immunity: +25% Disease immunity: +22% Stun/Freeze immunity: +34% Life regen: +6.80 Hate when firing a critical mind attack: +3.00 Maximum life: +169.00 Maximum hate: +13.00 Healing mod.: +46% It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +50 Defense: +60 (+4 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: -6% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict 15% damage reduction Damage when hit (Melee): 8 physical Changes stats: +20 Str / +20 Dex / +80 Mag / +30 Wil / +15 Con Changes resistances: +21% mind Changes resistances cap: +3% all Changes resistances penetration: +15% mind Changes damage: +10% lightning / +10% temporal / +17% light / +24% fire / +10% acid / +10% physical / +14% blight / +10% cold / +17% darkness Talent mastery: +0.16 Steamtech / Blacksmith Critical mult.: +24.00% Physical save: +159 (+5 eff.) Spell save: +65 (+2 eff.) Mental save: +169 (+7 eff.) Confusion immunity: +38% Life regen: +1.50 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +20.00 Maximum mana: +56.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +16% Mindpower: +21 (+1 eff.) 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 | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 104.5 - 156.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 111% Block value: +98 On weapon hit: * 57% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target On weapon crit: * project a beam of lightning * wounds the target for 7 turns: 171 bleeding, 131% reduced healing * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +17 lightning / +8 blight / +8 darkness Burst (radius 2) on crit: +25 ice Attacks use: 1.0 Steam When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +23 Physical crit. chance: +51.0% Physical power: +13 (+0 eff.) Armour: +80 Defense: +42 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 16 blight Changes stats: +26 Str / +26 Dex / +21 Mag / +9 Cun Changes resistances: +9% all Changes resistances penetration: +10% blight / +13% cold / +13% nature Changes damage: +13% physical Talent granted: +3 Block Critical mult.: +36.00% Spell save: +84 (+3 eff.) Stamina when hit: +2.10 Vim when firing critical spell: +5.00 Mental crit. chance: +2% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +19.0% Physical power: +31 (+0 eff.) Armour: +189 Defense: +244 (+16 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 20 temporal / 12 nature / 8 light Changes stats: +40 Str / +20 Dex / +10 Wil / +20 Cun / +30 Con Changes resistances: +6% acid / +7% temporal / +6% light / +7% darkness / +20% cold / +20% fire / +6% nature / +13% lightning Changes resistances penetration: +8% physical Changes damage: +9% temporal / +9% physical Reduced damage from: +21% Summoned Critical mult.: +21.00% Stealth bonus: +7 Maximum encumbrance: +28 Physical save: +487 (+16 eff.) Spell save: +35 (+1 eff.) Mental save: +105 (+5 eff.) Maximum life: +54.00 Spellpower: +4 (+1 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +7% Size category: +2 Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 52.5 - 78.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 30% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 171 bleeding, 131% reduced healing * cripple the target Damage (Melee): +106 insidious poison / +25 mind Burst (radius 1) on hit: +90 20% chance of physical repulsion / +17 fire Attacks use: 1.0 Steam When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +60 Physical crit. chance: +60.0% Physical power: +15 (+0 eff.) Armour: +51 Defense: +42 (+3 eff.) Fatigue: +12% Changes stats: +38 Str / +30 Wil / +30 Cun Changes resistances: +27% cold Changes resistances penetration: +45% physical Changes damage: +58% physical Talent granted: +3 Block Critical mult.: +20.00% Spell save: +38 (+1 eff.) Disarm immunity: +10% Stun/Freeze immunity: +35% Stamina when hit: +2.40 Spellpower on spell critical (stacks up to 3 times): +8 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+3 eff.) Armour penetration: +32 Armour: +209 Defense: +164 (+11 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 24 blight / 24 arcane Changes stats: +30 Str / +80 Dex / +144 Mag / +179 Wil / +75 Cun / +30 Con Changes resistances: +32% acid / +23% darkness / +9% blight / +30% fire / +59% lightning / +82% cold Changes resistances penetration: +25% acid / +20% temporal / +20% darkness / +15% blight / +5% arcane Changes damage: +9% blight / +25% darkness / +9% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +60.00% Stealth bonus: +53 Physical save: +234 (+7 eff.) Spell save: +134 (+5 eff.) Mental save: +224 (+10 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.50 Mana each turn: -0.47 Spell crit. chance: +31% Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Armour: +477 Armour Hardiness: +20% Defense: +253 (+16 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: -7% Damage (Melee): 23 acid / 22 fire Damage when hit (Melee): 16 acid / 33 physical / 16 fire Changes stats: +120 Str / +60 Cun / +120 Con Changes resistances: +71% acid / +54% physical / -20% light / +36% temporal / +13% lightning / +53% fire / +9% cold / +35% darkness Changes resistances penetration: +10% light Changes damage: +12% lightning Physical save: +720 (+23 eff.) Spell save: +50 (+2 eff.) Mental save: +288 (+12 eff.) Life regen: +2.90 Stamina each turn: +0.80 Maximum life: +294.00 Maximum stamina: +10.00 Light radius: +2 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 217 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to inflict 15% damage reduction * 10% chance to blind Changes damage: +14% light / +10% darkness Amulets can have magical properties. |
![]() warbringer's voratun dagger of purging (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
![]() Dimnaught Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +7 When this weapon hits: Arcane Vortex (30% chance level 9). When this weapon hits: Shoot (20% chance level 2). Travel speed: +400% Damage (Ranged): +14 lightning Burst (radius 1) on hit: +8 temporal / +2 darkness / +4 arcane Burst (radius 2) on crit: +8 arcane / +2 temporal When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +11.0% Physical power: +22 (+0 eff.) Changes stats: +10 Str / +6 Dex / +15 Mag Changes resistances: +3% temporal Changes resistances penetration: +43% temporal / +144% physical Changes damage: +17% lightning / +50% temporal / +45% arcane / +134% physical Talents cooldown: Pin Down (-1 turn) Arrow Stitching (-3 turns) Fragmentation Shot (-2 turns) Spellpower: +33 (+3 eff.) Damage Shield penetration: +59% Longbows are used to shoot arrows at your foes. |
![]() flaming dwarven-steel mace of projection (26-36.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +14 fire Blunt and deadly. |
![]() greater yew magestaff of greater warding (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +10 (+1 eff.) Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talents granted: +4 Ward +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() dwarven-steel mail armour 'Charobsidian' (3 def, 36 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +36 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 56% chance to corrode armour by 30% Damage when hit (Melee): 17 light / 15 physical Changes stats: +19 Str / +14 Wil / +7 Cun / +5 Con Changes resistances: +92% lightning / +75% darkness / +58% fire / +6% nature / +29% acid / +58% physical / +41% blight / +52% cold / +18% mind Changes resistances penetration: +45% acid / +10% nature Changes damage: +18% fire Allows you to breathe in: water Physical save: +48 (+1 eff.) Mental save: +19 (+1 eff.) Life regen: +11.20 Maximum life: +357.00 Light radius: +8 Healing mod.: +86% It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 217 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() searing iron mail armour of delving (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +6 Str Changes resistances: +13% acid / +14% fire / +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 217 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Gunerehad the Jetroar (15 def, 39 armour, 222 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +15.0% Physical power: +20 (+0 eff.) Armour: +39 Armour Hardiness: +14% Defense: +15 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 7 lightning / 7 cold Effects when hit in melee: * 14% chance to daze at end of turn Damage when hit (Melee): 18 lightning / 12 blight / 28 nature / 14 ice Changes stats: +3 Str / +5 Dex / +3 Wil / +15 Con Changes resistances: +32% lightning / +9% light / +76% fire / +28% nature / +18% acid / +28% physical / +28% blight / +39% cold / +6% mind / +9% darkness Changes damage: +6% mind Talent granted: +2 Block Critical mult.: +20.00% Physical save: +27 (+1 eff.) Spell save: +40 (+1 eff.) Vim when firing critical spell: +2.00 Maximum life: +188.00 Maximum mana: +80.00 Infravision radius: +2 See invisible: +3 Deflect projectiles away: +9% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() flaming iron shield of fire resistance (+18%) (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() flaming quiver of elm bolts of annihilation (1/1, 12-20.4 power, 16 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / bolt ; tier 1 Base power: 12.0 - 20.4 Uses stats: 40% Wil, 40% Str, 50% Mag, 20% Dex Damage type: Physical Armour Penetration: +16 Crit. chance: +5.0% Capacity: 1 Travel speed: +200% Burst (radius 1) on hit: +13 fire Bolts are used with crossbows to pierce your foes to death. |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 47 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. |
![]() Powered 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. |
![]() 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Roya the Superhuman Sawbutcher level 200
62nd Dusk 122nd year of Ascendancy at 15:23 see stats
By Roya the Superhuman Sawbutcher level 117
37th Dusk 122nd year of Ascendancy at 19:00 see stats
By Roya the Superhuman Sawbutcher level 9
74th Pyre 122nd year of Ascendancy at 18:39 see stats
By Roya the Superhuman Sawbutcher level 198
62nd Dusk 122nd year of Ascendancy at 14:23 see stats
By Roya the Superhuman Sawbutcher level 12
75th Pyre 122nd year of Ascendancy at 07:43 see stats
By Roya the Superhuman Sawbutcher level 200
62nd Dusk 122nd year of Ascendancy at 15:22 see stats
By Roya the Superhuman Sawbutcher level 10
74th Pyre 122nd year of Ascendancy at 20:19 see stats
By Roya the Superhuman Sawbutcher level 20
1st Dusk 122nd year of Ascendancy at 15:44 see stats
By Roya the Superhuman Sawbutcher level 30
29th Dusk 122nd year of Ascendancy at 01:17 see stats
By Roya the Superhuman Sawbutcher level 40
29th Dusk 122nd year of Ascendancy at 04:41 see stats
By Roya the Superhuman Sawbutcher level 50
29th Dusk 122nd year of Ascendancy at 05:50 see stats
By Roya the Superhuman Sawbutcher level 12
75th Pyre 122nd year of Ascendancy at 07:37 see stats
By Roya the Superhuman Sawbutcher level 22
1st Dusk 122nd year of Ascendancy at 18:44 see stats
By Roya the Superhuman Sawbutcher level 69
29th Dusk 122nd year of Ascendancy at 12:40 see stats
By Roya the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 12:22 see stats
By Roya the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 12:22 see stats
By Roya the Superhuman Sawbutcher level 200
62nd Dusk 122nd year of Ascendancy at 15:23 see stats
By Roya the Superhuman Sawbutcher level 200
62nd Dusk 122nd year of Ascendancy at 15:23 see stats
By Roya the Superhuman Sawbutcher level 182
62nd Dusk 122nd year of Ascendancy at 09:12 see stats
By Roya the Superhuman Sawbutcher level 3
74th Pyre 122nd year of Ascendancy at 12:47 see stats
By Roya the Superhuman Sawbutcher level 200
65th Dusk 122nd year of Ascendancy at 13:05 see stats
By Roya the Superhuman Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 12:47 see stats
By Roya the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Roya the Superhuman Sawbutcher level 200
74th Dusk 122nd year of Ascendancy at 12:40 see stats
Log
Lore found: demon statue: forge giant
Lore found: fifth mural painting
Lore found: gravestone
Lore found: eighth mural painting
Lore found: demon statue: wretch titan
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: clue (ruined dungeon)
Lore found: Mocking Note
Lore found: demon statue: Khulmanar, General of Urh'Rok
Roya deactivates Furnace.
Roya is no longer surging arcane power.
Roya deactivates Melting Point.
Roya deactivates Tempest of Metal.
Roya deactivates Keen Senses.
Roya deactivates Feather Wind.
Roya deactivates Exploit Weakness.
Roya deactivates Chant of Resistance.
Roya deactivates Thunderstorm.
The furious lightning storm around Roya calms down and disappears.
Roya deactivates Grinding Shield.
Roya deactivates Overheat Saws.
Roya deactivates Elemental Harmony.
Roya deactivates Mental Tyranny.
Roya deactivates Premonition.
Roya deactivates Daunting Presence.
Roya deactivates Mow Down.