



















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 | Homosuperior |
Class | Sawbutcher |
Level / Exp | 200 / 46243% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 4030 (base 100) |
Dexterity | 821 (base 100) |
Constitution | 3948 (base 100) |
Magic | 661 (base 100) |
Willpower | 1211 (base 100) |
Cunning | 4395.2 (base 100) |
Resources
Mana | 10709/10709 |
Equilibrium | 222786 |
Vim | 3831/3831 |
Life | 344125/344125 |
Stamina | 6917/6917 |
Steam | 10080/10080 |
Healing Factor | 2.5 |
Regeneration | 6125.25 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +1055% |
Spell | +200% |
Global | +1155% |
Vision
Sight | 12 |
Lite | 61 |
Infravision | 63 |
See Stealth | 452.06494831024 |
See Invisible | 491.06494831024 |
ESP Range | 10 |
ESP Kinds | humanoid/orc, dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 73711 |
Accuracy | 508 |
Crit Chance | 2509% |
APR | 8700 |
Speed | 0.29 |
Offense: Offhand
Damage | 34450 |
Accuracy | 508 |
Crit Chance | 2509% |
APR | 8700 |
Speed | 0.32 |
Offense: Spell
Spellpower | 1738 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 398.05 |
Offense: Mind
Mindpower | 471 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +550% |
Blight | +543% |
Arcane | +553% |
Cold | +508% |
All | +110% |
Mind | +579% |
Lightning | +514% |
Light | +1862% |
Temporal | +523% |
Physical | +678% |
Darkness | +612% |
Fire | +1948% |
Nature | +575% |
Offense: Damage Penetration
Acid | +420% |
Blight | +420% |
Arcane | +470% |
Cold | +420% |
All | +22% |
Mind | +478% |
Lightning | +420% |
Light | +420% |
Temporal | +457% |
Physical | +664% |
Darkness | +534% |
Fire | +462% |
Nature | +489% |
Defense: Base
Armour (hardiness) | 4392.2970249929 (100%) |
Defense | 320 |
Ranged Defense | 324 |
Fatigue | 0 |
Physical Save | 745 |
Spell Save | 445 |
Mental Save | 564 |
Defense: Resistances
Acid | +100%(108%) |
Blight | +100%(108%) |
Arcane | +100%(108%) |
Cold | +100%(108%) |
All | +332%(108%) |
Mind | +100%(108%) |
Lightning | +100%(108%) |
Light | +100%(108%) |
Temporal | +100%(108%) |
Physical | +100%(108%) |
Darkness | +100%(108%) |
Fire | +100%(108%) |
Nature | +100%(108%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Teleport Resistance | 30% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 269.9 steam per turn. Can be activated for an instant burst of 1350 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 246.3 steam per turn. Can be activated for an instant burst of 1232 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 9 Cooldown: -35 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 31112.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
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
Steamtech / Battlefield management | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Sawmaiming | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Butchery | 100.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Bone | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Magical combat | 58.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Furnace | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Automated butchery | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Battle machinery | 1.30 |
| 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 | 100.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Physics | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Harmony | 1.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Chemistry | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Engineering | 100.58 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 50.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Blacksmith | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Chants | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Staff combat | 1.48 |
| 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 |
Effects
talent | Arcane Feed |
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Goresplosion |
talent | Chant of Fortress |
talent | Bone Shield |
talent | Furnace |
talent | Melting Point |
talent | Daunting Presence |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Mow Down |
talent | Range Amplification Device |
talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)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 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Molan. Escort: lost sun paladin (level 1 of Daikara) | failed |
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 Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Molan. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Molan. Escort: repented thief (level 7 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 6 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 269. | 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 AlchemistsUngrol 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 red crystal shard. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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: Armour: +25 Defense: +519 (+30 eff.) Ranged Defense: +34 (+2 eff.) Fatigue: -35% Changes stats: +84 Dex / +94 Mag / +20 Wil / +70 Cun / +45 Con / +75 Lck Changes resistances: +19% fire / +60% temporal / +53% darkness / +30% cold Changes resistances penetration: +39% darkness / +37% temporal Changes damage: +9% acid / +6% lightning / +10% blight Talent granted: +5 Moss Tread Stealth bonus: +24 Maximum encumbrance: +137 Physical save: +420 (+11 eff.) Spell save: +99 (+4 eff.) Mental save: +198 (+7 eff.) Disease immunity: +30% Silence immunity: +15% Knockback immunity: +10% Teleport immunity: +10% Life regen: +5.20 Stamina each turn: +2.20 Maximum life: +56.00 Maximum stamina: +40.00 Spellpower: +10 (+0 eff.) Lowers spell cool-downs by: 10% Infravision radius: +2 Movement speed: +10% Healing mod.: +28% Defense after a teleport: +74 Resist all after a teleport: +54% New effects duration reduction after a teleport: +80% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 6 turns. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +4.5% Capacity: 50 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +18 Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +40 Defense: +183 (+11 eff.) Ranged Defense: +6 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes stats: +114 Wil Changes resistances: +11% blight / +6% fire / +10% darkness Changes resistances penetration: +22% all Changes damage: +32% mind / +16% light Critical mult.: +16.00% Physical save: +371 (+10 eff.) Spell save: +233 (+10 eff.) Mental save: +702 (+24 eff.) Blindness immunity: +90% Silence immunity: +15% Confusion immunity: +44% Stun/Freeze immunity: +50% Knockback immunity: +10% Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +43 (+2 eff.) Mental crit. chance: +45% Light radius: +33 Infravision radius: +5 See stealth: +55 See invisible: +58 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 234 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +37 (+2 eff.) Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +75 Defense: +109 (+6 eff.) Fatigue: +1% Effects when hit in melee: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +40 Str / +60 Dex / +124 Wil / +55 Cun / +15 Con / +40 Lck Changes resistances: +6% acid / +25% darkness / +12% light / +7% lightning / +35% blight / +6% fire / +6% cold / +6% all Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +20.00% Physical save: +70 (+2 eff.) Spell save: +45 (+2 eff.) Mental save: +208 (+7 eff.) Mana each turn: +0.24 Mana when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +11% Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Light radius: +9 Infravision radius: +9 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 541847.1 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 cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +38 (+2 eff.) Armour penetration: +13 Physical crit. chance: +14.0% Physical power: +18 (+0 eff.) Armour: +60 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 11 acid / 13 temporal / 14 light / 37 mind / 28 darkness Damage (Ranged): 14 temporal Damage when hit (Melee): 16 blight Changes stats: +60 Str / +99 Dex / +20 Mag / +20 Wil / +94 Cun / +85 Con Changes resistances: +8% acid / +11% temporal / +17% light / +2% physical / +8% mind / +18% darkness Changes resistances penetration: +5% physical Changes damage: +8% acid / +8% temporal / +7% light / +8% mind Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Talent granted: +5 Hand Cannon Critical mult.: +11.00% Physical save: +435 (+11 eff.) Spell save: +104 (+4 eff.) Mental save: +178 (+6 eff.) Disarm immunity: +146% Life regen: +14.80 Stamina each turn: +4.10 Psi each turn: +0.70 Only die when reaching: -40.00 life Maximum life: +135.00 Maximum stamina: +48.00 Spell crit. chance: +14% Mindpower: +8 (+0 eff.) Mental crit. chance: +14% Infravision radius: +5 When used to modify unarmed attacks: Base power: 45.0 - 63.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +59 Armour Penetration: +17 Crit. chance: +56.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Second Wind (30% chance level 3). When this weapon hits: Set Up (20% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) * 8% chance to blind Damage Shield penetration (this weapon only): +10% Damage (Melee): +55 physical / +19 darkness Burst (radius 1) on hit: +20 physical Burst (radius 2) on crit: +11 acid / +29 light / +34 darkness / +11 mind It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 234 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +22 Physical crit. chance: +32.0% Physical power: +14 (+0 eff.) Armour: +20 Defense: +35 (+2 eff.) Fatigue: -16% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 arcane / 4 mind Changes stats: +223 Str / +35 Dex / +40 Mag / +124 Wil / +50 Cun / +15 Con Changes resistances: +16% fire / +16% darkness / +8% physical Changes resistances penetration: +10% mind / +19% physical Changes damage: +15% darkness / +6% arcane / +21% fire / +12% nature / +22% mind Mental save: +124 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +32.00 Maximum mana: +73.00 Maximum stamina: +24.00 Spell crit. chance: +16% Mindpower: +4 (+0 eff.) Mental crit. chance: +37% Light radius: +1 Infravision radius: +11 Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 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: +51 (+2 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Physical power: +60 (+1 eff.) Armour: +218 Defense: +75 (+4 eff.) Effects on melee hit: * 83% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 97 bleed Effects on ranged hit: * 88% chance to cause random gloom Damage (Ranged): 95 bleed Changes stats: +178 Str / +119 Dex / +40 Mag / +124 Wil / +346 Cun / +119 Con Changes resistances: +36% nature / +2% physical Changes resistances penetration: +10% physical Changes damage: +3% physical / +18% nature / +8% all Critical mult.: +9.00% Physical save: +178 (+5 eff.) Spell save: +168 (+7 eff.) Mental save: +168 (+6 eff.) Disarm immunity: +39% Pinning immunity: +44% Knockback immunity: +36% Hate when firing a critical mind attack: +15.00 Maximum life: +84.00 Maximum stamina: +34.00 Maximum hate: +63.00 Spellpower: +43 (+1 eff.) Mindpower: +35 (+2 eff.) Healing mod.: +25% 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 | ![]() Powered by arcane forces 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: +13 (+1 eff.) Physical power: +39 (+1 eff.) Defense: +89 (+5 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 37 nature / 16 arcane / 16 darkness / 8 mind Changes stats: +129 Str / +45 Dex / +154 Mag / +193 Wil / +247 Cun / +178 Con Changes resistances: +25% acid / +23% fire / +18% arcane / +26% blight / +26% cold / +44% nature / +26% lightning Changes resistances penetration: +5% arcane / +5% mind Changes damage: +24% arcane / +12% nature Spell save: +178 (+8 eff.) Mental save: +65 (+2 eff.) Blindness immunity: +39% Poison immunity: +52% Disease immunity: +52% Confusion immunity: +44% Stun/Freeze immunity: +81% Life regen: +7.10 Hate when firing a critical mind attack: +3.00 Maximum stamina: +59.00 Maximum hate: +13.00 Spellpower: +50 (+1 eff.) Mindpower: +26 (+1 eff.) Infravision radius: +6 See stealth: +19 See invisible: +20 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 3 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +89 Defense: +178 (+10 eff.) Ranged Defense: +9 (+0 eff.) Fatigue: -39% Damage when hit (Melee): 16 blight Changes stats: +35 Str / +104 Dex / +40 Mag / +79 Wil / +104 Cun / +114 Con Changes resistances: +11% physical Changes resistances cap: +15% all Changes resistances penetration: +10% arcane Changes damage: +7% temporal / +7% light / +15% physical / +12% arcane / +7% darkness Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.28 Spell / Staff combat +0.28 Steamtech / Engineering Physical save: +450 (+12 eff.) Spell save: +173 (+7 eff.) Mental save: +400 (+14 eff.) Blindness immunity: +21% Cut immunity: +70% Silence immunity: +10% Confusion immunity: +72% Knockback immunity: +25% Life regen: +9.00 Stamina each turn: +3.60 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +41 (+2 eff.) Mental crit. chance: +4% Infravision radius: +7 Sight radius: +2 See invisible: +23 Movement speed: +30% Combat speed: +10% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 2081 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 - Talent Steam Pool 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: 101.0 - 151.5 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: +93 On weapon hit: * injects a simple virus dealing 1446 blight damage on hit and lowering the victims highest stat * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 425 bleeding, 142% reduced healing Damage (Melee): +117 insidious poison / +17 temporal / +20 nature Attacks use: 1.0 Steam When wielded/worn: Accuracy: +99 (+4 eff.) Armour penetration: +101 Physical crit. chance: +30.0% Physical power: +12 (+0 eff.) Armour: +70 Defense: +124 (+7 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / +35 Dex Changes resistances: +6% cold / +27% all Changes resistances penetration: +81% physical / +54% nature / +15% darkness Changes damage: +9% darkness / +27% physical Talent granted: +3 Block Critical mult.: +20.00% Physical save: +99 (+3 eff.) Mental save: +149 (+5 eff.) Disarm immunity: +20% Pinning immunity: +15% Teleport immunity: +10% Stamina when hit: +2.40 Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 | ![]() |
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: 85.0 - 127.5 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: +99 On weapon hit: * applies a stacking poison dealing 794 damage per turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 425 bleeding, 142% reduced healing * cripple the target Damage (Melee): +50 cold / +20 darkness / +16 fire Burst (radius 1) on hit: +19 fire Burst (radius 2) on crit: +12 fire Damage against: +20% Living Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +43 Physical crit. chance: +94.0% Physical power: +68 (+1 eff.) Armour: +80 Defense: +50 (+3 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +89 Con Changes resistances: +3% cold / +10% all Changes resistances penetration: +67% physical / +15% nature / +10% mind Changes damage: +3% fire / +15% physical Talent granted: +3 Block Critical mult.: +19.00% Physical save: +60 (+2 eff.) Spell save: +50 (+2 eff.) Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +99% Teleport immunity: +10% 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: +15 (+1 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +129 Defense: +415 (+24 eff.) Fatigue: -7% Damage when hit (Melee): 12 light / 12 lightning Changes stats: +60 Str / +40 Dex / +30 Mag / +173 Wil / +129 Cun / +70 Con Changes resistances: +24% lightning / +21% fire / +74% darkness / +25% light Changes resistances penetration: +60% darkness / +10% arcane Changes damage: +73% darkness / +9% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +50.00% Stealth bonus: +94 Physical save: +598 (+16 eff.) Spell save: +445 (+19 eff.) Mental save: +553 (+19 eff.) Stun/Freeze immunity: +40% Only die when reaching: -50.00 life Maximum life: +96.00 Maximum mana: +68.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +29% 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: Armour: +460 Defense: +109 (+6 eff.) Fatigue: -22% Effects on melee hit: * Slows global speed by 30% * 54% chance to inflict 15% damage reduction Damage (Melee): 21 acid / 18 fire Damage when hit (Melee): 14 acid / 19 physical / 16 darkness / 16 fire / 8 nature Changes stats: +144 Str / +30 Mag / +134 Wil / +154 Cun / +60 Con Changes resistances: +59% acid / +58% physical / +51% darkness / +60% fire / +57% cold Grants telepathy: Dragon Humanoid/Orc Physical save: +598 (+16 eff.) Mental save: +465 (+16 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +14.00 Maximum life: +97.00 Light radius: +6 See invisible: +12 Healing mod.: +29% 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 234 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+1 eff.) Spellpower: +20 (+0 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 233 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 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 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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) 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 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 24 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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% 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Molan the Homosuperior Sawbutcher level 102
3rd Mirth 122nd year of Ascendancy at 02:04 see stats
By Molan the Homosuperior Sawbutcher level 200
34th Dusk 122nd year of Ascendancy at 19:52 see stats
By Molan the Homosuperior Sawbutcher level 200
8th Flare 122nd year of Ascendancy at 20:17 see stats
By Molan the Homosuperior Sawbutcher level 9
74th Pyre 122nd year of Ascendancy at 21:08 see stats
By Molan the Homosuperior Sawbutcher level 200
6th Flare 122nd year of Ascendancy at 03:05 see stats
By Molan the Homosuperior Sawbutcher level 8
74th Pyre 122nd year of Ascendancy at 20:57 see stats
By Molan the Homosuperior Sawbutcher level 102
3rd Mirth 122nd year of Ascendancy at 02:02 see stats
By Molan the Homosuperior Sawbutcher level 10
74th Pyre 122nd year of Ascendancy at 22:09 see stats
By Molan the Homosuperior Sawbutcher level 20
2nd Mirth 122nd year of Ascendancy at 10:25 see stats
By Molan the Homosuperior Sawbutcher level 30
2nd Mirth 122nd year of Ascendancy at 11:53 see stats
By Molan the Homosuperior Sawbutcher level 40
2nd Mirth 122nd year of Ascendancy at 15:33 see stats
By Molan the Homosuperior Sawbutcher level 50
2nd Mirth 122nd year of Ascendancy at 15:38 see stats
By Molan the Homosuperior Sawbutcher level 200
61st Dusk 122nd year of Ascendancy at 12:14 see stats
By Molan the Homosuperior Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 11:42 see stats
By Molan the Homosuperior Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Molan the Homosuperior Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Molan the Homosuperior Sawbutcher level 200
62nd Dusk 122nd year of Ascendancy at 15:46 see stats
By Molan the Homosuperior Sawbutcher level 102
3rd Mirth 122nd year of Ascendancy at 02:04 see stats
By Molan the Homosuperior Sawbutcher level 102
3rd Mirth 122nd year of Ascendancy at 02:04 see stats
By Molan the Homosuperior Sawbutcher level 3
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By Molan the Homosuperior Sawbutcher level 19
78th Pyre 122nd year of Ascendancy at 21:04 see stats
By Molan the Homosuperior Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By Molan the Homosuperior Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Molan the Homosuperior Sawbutcher level 200
34th Dusk 122nd year of Ascendancy at 18:25 see stats
By Molan the Homosuperior Sawbutcher level 200
6th Flare 122nd year of Ascendancy at 03:04 see stats
Log
There is a teleportation circle to the surface here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 64 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Derth (Town) here (press '' or right click to use).
Godmode is disabled in wilderness!
Molan deactivates Arcane Combat.
Molan deactivates Grinding Shield.
Molan deactivates Bone Shield.
Molan deactivates Tempest of Metal.
Molan deactivates Melting Point.
Molan deactivates Chant of Fortress.
Molan deactivates Arcane Feed.
Molan deactivates Daunting Presence.
Molan deactivates Range Amplification Device.
Molan deactivates Elemental Harmony.
Molan deactivates Furnace.
Molan deactivates Mow Down.
Molan deactivates Overheat Saws.
Molan deactivates Goresplosion.