














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Psyshot |
Level / Exp | 50 / 3950% |
Size | medium |
Lifes / Deaths | Killed by Mayeda the shimmering crystal at level 16 on the 39th Dusk 122nd year of Ascendancy at 11:59 / 2Killed by Elandar at level 50 on the 40th Dusk 125th year of Ascendancy at 11:47 |
Primary Stats
Strength | 6 (base 7) |
Dexterity | 38 (base 30) |
Constitution | 65 (base 62) |
Magic | 4 (base 10) |
Willpower | 74 (base 60) |
Cunning | 129 (base 60) |
Resources
Life | -478/1333 |
Steam | 130/130 |
Equilibrium | 64 |
Psi | 139/139 |
Healing Factor | 1.9430638297874 |
Regeneration | 39.92996170213 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +123.52260727602% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 10 |
Offense: Mainhand
Damage | 36 |
Accuracy | 45 |
Crit Chance | 59% |
APR | 50 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 45 |
Crit Chance | 59% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 87% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Blight | +17% |
Arcane | +26% |
Cold | +43% |
All | +2% |
Lightning | +58% |
Light | +22% |
Temporal | +14% |
Mind | +8% |
Darkness | +17% |
Fire | +57% |
Nature | +21% |
Offense: Damage Penetration
Lightning | +33% |
Light | +15% |
Cold | +12% |
Physical | +10% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 109.72307323195 (93.924050632911%) |
Defense | 51 |
Ranged Defense | 59 |
Fatigue | 20 |
Physical Save | 78 |
Spell Save | 66 |
Mental Save | 78 |
Defense: Resistances
Acid | + 74%( 76%) |
Blight | + 68%( 76%) |
Physical | + 51%( 76%) |
Cold | + 71%( 76%) |
All | + 48%( 76%) |
Darkness | + 58%( 76%) |
Temporal | + 63%( 76%) |
Lightning | + 76%( 76%) |
Mind | + 56%( 76%) |
Fire | + 76%( 76%) |
Nature | + 71%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 70% |
Pinning Resistance | 36% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.2 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.5 steam per turn. Can be activated for an instant burst of 113 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Elemental Harmony |
talent | Gestalt |
talent | Range Amplification Device |
talent | Mechanical Arms |
beneficial effect | Provides a frost aura, giving you +65% blight, mind and acid affinity. Water Salve |
beneficial effect | Steampower increased by 28. Gestalt |
beneficial effect | Increases global speed by 24%. Elemental Harmony |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 30. Atrophy |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Silenne the emperor wight. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Xanith the spitting spider. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Peerp. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by Peerp. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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 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: 576. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * 23% chance to disease Changes stats: +7 Wil / +7 Cun / +12 Con Changes resistances: +6% blight Changes resistances penetration: +5% lightning / +10% physical Changes damage: +9% lightning / +12% fire Talent granted: +5 Rocket Boots Physical save: +26 (+5 eff.) Mental save: +26 (+5 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Mindpower: +9 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +19 (+6 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Con Changes resistances: +3% blight / +6% temporal Changes damage: +20% light Physical save: +16 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +31 (+6 eff.) Stamina each turn: +1.00 Maximum life: +73.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +12% Light radius: +9 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +0 Cun / +6 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Silence immunity: +30% A Helmet. But with steam power! |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Defense: +7 (+2 eff.) Talent granted: +5 Project Saw Spell save: +16 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 225.54 arcane damage and stunned), costing 100 power out of 86/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +9% fire Changes resistances penetration: +25% fire Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Life regen: +2.00 Only die when reaching: -100.00 life Maximum vim: +10.00 It can be used to disarm traps (69 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +8 Cun / +6 Mag Changes damage: +15% acid / +24% arcane / +15% blight Mental save: +15 (+3 eff.) Confusion immunity: +50% Life regen: +1.90 Maximum life: +85.00 Spellpower: +8 (+4 eff.) Healing mod.: +30% Rings can have magical properties. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +6 Cun Changes resistances: +6% blight / +9% temporal / +38% nature / +3% lightning Changes damage: +6% lightning / +12% temporal / +19% nature Life regen: +1.70 Hate when firing a critical mind attack: +3.00 Maximum life: +93.00 Maximum hate: +14.00 Healing mod.: +27% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Fatigue: -9% Changes resistances: +6% mind Changes resistances cap: +6% all Changes damage: +15% darkness / +18% fire Physical save: +50 (+10 eff.) Spell save: +25 (+6 eff.) Mental save: +24 (+5 eff.) Life regen: +3.60 Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This natural frost should be returned to the wyrm. The set is complete. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * shock your foe dealing 49 damage and draining some of their resources Burst (radius 1) on hit: +8 nature / +4 lightning When wielded/worn: Armour: +10 Damage when hit (Melee): 16 ice / 5 physical / 7 cold / 10 fire / 8 acid / 4 lightning Changes stats: +7 Cun Changes resistances: +23% lightning / +7% physical / +24% cold / +6% fire / +8% acid Changes resistances penetration: +10% lightning / +12% cold Changes damage: +16% cold Critical mult.: +15.00% Blindness immunity: +50% Stun/Freeze immunity: +50% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -20% Effects on melee hit: * 24 arcane resource burn * 36% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 12 mind Changes stats: +8 Str / +13 Dex / +5 Wil / +14 Cun Changes resistances: +15% lightning / +15% temporal / +9% fire / +3% nature / +12% acid Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Maximum encumbrance: +50 Physical save: +21 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +21 (+4 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. The set is complete. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to blind * shock your foe dealing 53 damage and draining some of their resources Damage (Melee): +12 light When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +9 Str / +9 Dex / +9 Mag / +16 Wil / +17 Cun / +8 Con Changes resistances: +29% lightning / +3% nature / +9% blight Changes resistances penetration: +18% lightning / +15% light Changes damage: +41% lightning / +25% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +25.00% Physical save: +8 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Dex / +7 Wil / +18 Cun Changes resistances: +15% acid / +6% fire / +9% mind / +30% lightning Changes damage: +6% mind Pinning immunity: +20% Stun/Freeze immunity: +50% Knockback immunity: +10% Mindpower: +16 (+3 eff.) Mental crit. chance: +8% 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 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+7 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Confusion immunity: +100% Fear immunity: +100% Life regen: +10.00 Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 2/15) : Effective talent level: 3.6 Power cost: 15 out of 2/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -988 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 849 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +8 Wil / +7 Cun / +6 Con Changes resistances: +6% blight / +9% temporal / +6% darkness / +3% lightning Changes damage: +6% light Spell save: +46 (+11 eff.) Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +48% Maximum life: +50.00 Maximum stamina: +40.00 Mindpower: +13 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +3 Physical power: +10 (+7 eff.) Changes stats: +5 Con Changes resistances penetration: +15% mind Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +50% Life regen: +4.80 Stamina each turn: +0.60 Only die when reaching: -81.00 life Mental crit. chance: +4% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Changes stats: +6 Cun / +8 Dex Changes resistances: +12% light / +6% cold Spell save: +20 (+5 eff.) Mental save: +23 (+5 eff.) Blindness immunity: +44% Confusion immunity: +37% Infravision radius: +5 See stealth: +24 See invisible: +25 Rings can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Polywen the Shimmerbreeze (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Burst (radius 1) on hit: +16 lightning / +16 fire When wielded/worn: Effects on melee hit: * 51% chance to daze at end of turn Changes resistances: +18% light / +12% acid Changes damage: +9% lightning Physical save: +49 (+10 eff.) Poison immunity: +35% Disease immunity: +15% Teleport immunity: +15% Sharp, short and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural mindstar calls for a summoner. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +9% blight / +6% fire / +25% mind Changes resistances penetration: +10% acid / +10% fire / +10% physical / +10% cold Changes damage: +15% acid / +15% physical / +13% cold / +14% fire / +10% nature / +18% arcane Mental save: +10 (+2 eff.) Disease immunity: +25% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum psi: +39.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +9 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 4 lightning / 9 mind / 10 darkness Changes stats: +8 Cun Changes resistances: +12% nature / +15% temporal Changes resistances penetration: +10% lightning / +15% mind / +12% darkness Changes damage: +35% mind / +33% darkness Critical mult.: +25.00% Hate when firing a critical mind attack: +6.00 Maximum hate: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 lightning Burst (radius 1) on hit: +12 lightning When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Damage when hit (Melee): 20 fire / 10 mind / 8 darkness Changes stats: +2 Dex / +3 Con Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire / +10% mind / +10% darkness Critical mult.: +3.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +1.60 Equilibrium when hit: +2.50 Maximum life: +43.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() swiftstrike drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to disease * 39% chance to daze at end of turn Changes stats: +7 Str / +19 Dex / +7 Wil / +19 Cun / +20 Lck Changes resistances: +6% mind / +18% lightning Changes resistances penetration: +5% lightning / +10% blight Changes damage: +6% blight / +6% mind Trap disarming bonus: +60 Stealth bonus: +30 Physical save: +18 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+4 eff.) Infravision radius: +12 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +24 (+8 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil / +6 Con Changes resistances: +0% lightning / +15% fire / +25% light Changes damage: +3% mind Stealth bonus: +15 Physical save: +30 (+6 eff.) Mental save: +30 (+6 eff.) Stun/Freeze immunity: +0% Psi when hit: +0.04 Maximum life: +75.00 Maximum hate: +6.00 Spell crit. chance: +8% Mindpower: +14 (+3 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Blastnull (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 24 lightning Changes stats: +5 Str / +7 Mag / +4 Wil / +5 Cun / +5 Con Changes resistances: +19% physical Changes resistances penetration: +20% acid Changes damage: +19% physical Reduces incoming crit damage: 25.00% Infravision radius: +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+11 eff.) Armour: +3 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 33 mind / 26 darkness Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +5 Mag / +4 Cun Changes resistances: +8% light / +8% darkness Changes damage: +6% fire Mental save: -5 (-2 eff.) Mindpower: +7 (+1 eff.) Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 8 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -10% Damage (Melee): 14 light Changes stats: +5 Str / +4 Con Changes resistances: +11% light Changes resistances penetration: +20% light Changes damage: +8% light Grants telepathy: All Reduces incoming crit damage: 5.00% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +0 Defense: +11 (+4 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire Silence immunity: +0% Light radius: +0 It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 27.51 fire and 17.87 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +10 Cun Changes resistances: +3% lightning / +6% temporal / +6% darkness / +6% blight / +29% cold / +13% nature / +9% fire Changes resistances penetration: +5% fire Allows you to breathe in: water Spell save: +10 (+2 eff.) Maximum life: +110.00 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 33% Changes stats: +15 Lck / +10 Con Changes resistances: +6% nature / +3% fire / +25% mind / +3% temporal Changes resistances penetration: +20% fire Changes damage: +3% nature / +6% fire Mental save: +26 (+5 eff.) Silence immunity: +0% Confusion immunity: +50% Spell crit. chance: +7% Mental crit. chance: +8% A hat made of leather. Very stylish. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +20 (+12 eff.) Armour: +6 Changes stats: +6 Str / +10 Dex / +4 Cun Changes resistances: +1% physical Silence immunity: +15% Maximum life: +20.00 Infravision radius: +2 Movement speed: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 382.59 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 261.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 46] amazing fiery salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 669] amazing healing salve [power 669]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 59% cooldown modifier. It can be used to heal 669, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 586] amazing pain suppressor salve [power 586]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -586 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +25% acid / +25% fire / +25% nature / +25% blight Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +12 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+4 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +9% fire / +3% physical Changes resistances penetration: +15% light Reduces incoming crit damage: 10.00% Physical save: +36 (+7 eff.) Confusion immunity: +35% Stun/Freeze immunity: +60% Only die when reaching: -99.00 life It can be used to disarm traps (96 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Peerp the Cornac Psyshot level 42
38th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Peerp the Cornac Psyshot level 50
27th Haze 124th year of Ascendancy at 04:36 see stats
By Peerp the Cornac Psyshot level 50
27th Haze 124th year of Ascendancy at 03:00 see stats
By Peerp the Cornac Psyshot level 42
36th Regrowth 123rd year of Ascendancy at 12:18 see stats
By Peerp the Cornac Psyshot level 50
31st Regrowth 125th year of Ascendancy at 07:07 see stats
By Peerp the Cornac Psyshot level 50
42nd Regrowth 125th year of Ascendancy at 00:20 see stats
By Peerp the Cornac Psyshot level 50
56th Haze 123rd year of Ascendancy at 15:53 see stats
By Peerp the Cornac Psyshot level 45
67th Regrowth 123rd year of Ascendancy at 00:23 see stats
By Peerp the Cornac Psyshot level 50
2nd Summertide 123rd year of Ascendancy at 05:21 see stats
By Peerp the Cornac Psyshot level 50
39th Regrowth 125th year of Ascendancy at 16:10 see stats
By Peerp the Cornac Psyshot level 10
6th Dusk 122nd year of Ascendancy at 23:13 see stats
By Peerp the Cornac Psyshot level 50
41st Dusk 124th year of Ascendancy at 14:27 see stats
By Peerp the Cornac Psyshot level 44
64th Regrowth 123rd year of Ascendancy at 01:14 see stats
By Peerp the Cornac Psyshot level 50
8th Flare 123rd year of Ascendancy at 17:31 see stats
By Peerp the Cornac Psyshot level 34
7th Regrowth 123rd year of Ascendancy at 05:51 see stats
By Peerp the Cornac Psyshot level 50
37th Haze 123rd year of Ascendancy at 22:59 see stats
By Peerp the Cornac Psyshot level 25
42nd Haze 122nd year of Ascendancy at 18:36 see stats
By Peerp the Cornac Psyshot level 50
37th Haze 123rd year of Ascendancy at 23:33 see stats
By Peerp the Cornac Psyshot level 50
8th Mirth 124th year of Ascendancy at 19:01 see stats
By Peerp the Cornac Psyshot level 50
28th Dusk 123rd year of Ascendancy at 23:47 see stats
By Peerp the Cornac Psyshot level 50
45th Regrowth 125th year of Ascendancy at 22:41 see stats
By Peerp the Cornac Psyshot level 10
8th Mirth 122nd year of Ascendancy at 23:54 see stats
By Peerp the Cornac Psyshot level 20
54th Dusk 122nd year of Ascendancy at 23:44 see stats
By Peerp the Cornac Psyshot level 30
70th Haze 122nd year of Ascendancy at 13:11 see stats
By Peerp the Cornac Psyshot level 40
30th Regrowth 123rd year of Ascendancy at 12:55 see stats
By Peerp the Cornac Psyshot level 50
65th Pyre 123rd year of Ascendancy at 03:49 see stats
By Peerp the Cornac Psyshot level 50
24th Dusk 125th year of Ascendancy at 09:50 see stats
By Peerp the Cornac Psyshot level 50
62nd Dusk 124th year of Ascendancy at 14:54 see stats
By Peerp the Cornac Psyshot level 22
13rd Haze 122nd year of Ascendancy at 13:26 see stats
By Peerp the Cornac Psyshot level 31
76th Haze 122nd year of Ascendancy at 12:48 see stats
By Peerp the Cornac Psyshot level 15
37th Dusk 122nd year of Ascendancy at 20:19 see stats
By Peerp the Cornac Psyshot level 44
64th Regrowth 123rd year of Ascendancy at 04:04 see stats
By Peerp the Cornac Psyshot level 50
27th Haze 124th year of Ascendancy at 04:36 see stats
By Peerp the Cornac Psyshot level 40
33rd Regrowth 123rd year of Ascendancy at 08:12 see stats
By Peerp the Cornac Psyshot level 11
13rd Dusk 122nd year of Ascendancy at 04:29 see stats
By Peerp the Cornac Psyshot level 50
69th Pyre 124th year of Ascendancy at 03:32 see stats
By Peerp the Cornac Psyshot level 50
9th Mirth 123rd year of Ascendancy at 10:53 see stats
By Peerp the Cornac Psyshot level 48
43rd Pyre 123rd year of Ascendancy at 20:24 see stats
By Peerp the Cornac Psyshot level 20
60th Dusk 122nd year of Ascendancy at 23:14 see stats
By Peerp the Cornac Psyshot level 50
36th Regrowth 124th year of Ascendancy at 20:43 see stats
By Peerp the Cornac Psyshot level 48
31st Pyre 123rd year of Ascendancy at 23:31 see stats
By Peerp the Cornac Psyshot level 25
42nd Haze 122nd year of Ascendancy at 05:59 see stats
By Peerp the Cornac Psyshot level 18
46th Dusk 122nd year of Ascendancy at 09:09 see stats
By Peerp the Cornac Psyshot level 16
39th Dusk 122nd year of Ascendancy at 12:00 see stats
By Peerp the Cornac Psyshot level 41
35th Regrowth 123rd year of Ascendancy at 13:33 see stats
Log
Peerp's psionic searing area effect hits Fire drake hatchling for 47 mind damage.
Demonic Soul hits Fire drake hatchling for 10 fire damage.
Demonic Soul hits Fire drake hatchling for 10 fire damage.
Demonic Soul hits Fire drake hatchling for 10 fire damage.
Demonic Soul hits Argoniel for (7 to bones) damage.
Elandar casts Channel Staff.
Elandar's spell attains critical power!
Peerp deflects the projectile from Elandar to the northeast!
Psionic Mirror is still on cooldown for 25 turns.
Peerp uses Nature's Touch.
Peerp's mind surges with critical power!
Peerp receives 994 healing.
Elandar casts Channel Staff.
Elandar's spell attains critical power!
Peerp deflects the projectile from Elandar to the north!
Fire drake hatchling misses Peerp.
Fire drake hatchling shares some pain with Argoniel!
Bleeding from Peerp hits Fire drake hatchling for 13 physical damage.
Bleeding from Peerp hits Fire drake hatchling for 49 physical damage.
Bleeding from Peerp hits Argoniel for (36 to bones) damage.
Bleeding from Peerp hits Fire drake hatchling for 39 physical damage.
Bleeding from Peerp hits Fire drake hatchling for 8 physical damage.
Elandar casts Channel Staff.
Elandar's spell attains critical power!
Peerp deflects the projectile from Elandar but fumbles!
Elandar casts Channel Staff.
Your shield crumbles under the damage!
The psionic shield around Peerp crumbles.
Saving game...