Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.4.0Official 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:
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Doomed |
| Level / Exp | 21 / 33% |
| Size | big |
| Lifes / Deaths | Killed by sunwall vindicator at level 12 on the 24th Retaking 124th year of Ascendancy at 17:03 0 / 6Killed by multi-hued drake hatchling at level 14 on the 29th Retaking 124th year of Ascendancy at 07:22 Killed by dreaming horror at level 19 on the 39th Retaking 124th year of Ascendancy at 04:52 Killed by Erthrinsa the shalore at level 19 on the 44th Retaking 124th year of Ascendancy at 00:06 Killed by Xerubeth the wolf at level 20 on the 46th Retaking 124th year of Ascendancy at 07:05 Killed by Star Gazer at level 21 on the 47th Retaking 124th year of Ascendancy at 15:24 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 13) |
| Magic | 11 (base 10) |
| Willpower | 67 (base 46) |
| Cunning | 60 (base 43) |
Resources
| Life | -57/499 |
| Hate | 72/100 |
| Equilibrium | 0 |
| Healing Factor | 1.0624808765006 |
| Regeneration | 0.47811639442525 |
Speed
| Mental | -27.132591181134% |
| Attack | -27.132591181134% |
| Movement | -45.22098530189% |
| Spell | -27.132591181134% |
| Global | +78.651685393258% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 10 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 12 |
| Speed | 1.37 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 18 |
| Speed | 1.37 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 16% |
| Speed | 1.3723556473454 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 24% |
| Speed | 1.3723556473454 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 27 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Confusion Resistance | 57% |
| Fear Resistance | 97% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 171 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Cursed / Darkness | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Cursed / Fears | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Deflection |
| talent | Gesture of Pain |
| detrimental effect | Reduces global action speed by 27%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 41 damage from the next 1.5 attack(s) with a 10% chance to counterattack. Guarded |
| detrimental effect | Target is caught in an anti-gravity field, halving its knockback resistance. Anti-Gravity |
| detrimental effect | Movement speed is reduced by 45%. Slow movement |
| detrimental effect | Attacking, casting and mind speed have been reduced by 27%. Slow Talents |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) (On feet)] miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Infravision radius: +1 (-) A pair of boots made of leather. |
| Light source | [vs. survivor's brass lantern (Light source)] survivor's brass lanternsurvivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) (-) Light radius: +2 (-) Healing mod.: +11% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. The Face of Fear (8 def, 0 armour) (On head)] The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (-) Changes stats: +6(-) Cun / +8(-) Wil Talent masteries: +0.20(-) Cursed / Fears Fear immunity: +60% (-) Mindpower: +16 (+5 eff.) (-) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 3.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 22%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On hands | [vs. cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] cinder rough leather gloves of dexterity (+3) (0 def, 1 armour)cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+8 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) fire Changes stats: +3(-) Dex Changes resistances: +5%(-) fire Changes damage: +3%(-) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Velusewyn [power 47] (20 cooldown) (Tool)] Velusewyn [power 47] (20 cooldown)Velusewyn [power 47] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +2 (+2 eff.) (-) Changes damage: +6%(-) physical Talents granted: +3.00(-) Lay Web Critical mult.: +3.00% (-) Only die when reaching: -40.00 life (-) Healing mod.: +15% (-) It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's steel ring of clarity (On fingers, 1 of 2)] mule's steel ring of claritymule's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +21 (-) Mental save: +5 (+2 eff.) (-) Confusion immunity: +20% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring of clarity (On fingers, 1 of 2)] titan's copper ring of the mind (+11%)titan's copper ring of the mind (+11%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Maximum encumbrance: +0 (-21) Physical save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Earthen Beads (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +0.20 (-) Mindpower: +5 (+1 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 1/40) : Effective talent level: 2.0 Power cost: 40 out of 1/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 279 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | [vs. horrifying mossy mindstar (75% power, 12 apr, mind damage) (In main hand, 1 of 2)] horrifying mossy mindstar (75% power, 12 apr, mind damage)horrifying mossy mindstar (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 3(-) mind / 2(-) darkness Changes damage: +2%(-) mind / +3%(-) darkness Mindpower: +2 (+0 eff.) (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough leather belt of the giants (Around waist)] blurring rough leather belt of the giantsblurring rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+2 eff.) (-) Defense: +9 (+4 eff.) (-) Stealth bonus: +5 (-) Spell save: +6 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. horrifying mossy mindstar (75% power, 12 apr, mind damage) (In main hand, 1 of 2)] vined mindstar 'Loamwish' (87% power, 18 apr, mind damage)vined mindstar 'Loamwish' (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% (+12%) Range: 1.1x (+0.0x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +4 nature Burst (radius 1) on hit: +4 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 0(-3) mind / 0(-2) darkness Changes stats: +3 Cun Changes resistances penetration: +10% nature Changes damage: +0%(-2%) mind / +0%(-3%) darkness Critical mult.: +8.00% Mindpower: +4 (+1 eff.) (+2 (+1 eff.)) Mental crit. chance: +2% (+1%) 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. Tap to cycle through comparison choices |
| Cloak | [vs. elven-silk cloak 'Lustrestreak' (3 def, 0 armour) (Cloak)] elven-silk cloak 'Lustrestreak' (3 def, 0 armour)elven-silk cloak 'Lustrestreak' (3 def, 0 armour) 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: +3 (+1 eff.) (-) Changes stats: +1(-) Dex / +2(-) Mag / +4(-) Wil / +4(-) Cun Changes resistances: +6%(-) light Changes resistances penetration: +5%(-) light Changes damage: +6%(-) light Maximum life: +48.00 (-) Infravision radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Robe of Force (12 def, 8 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+6 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +15%(-) acid / +12%(-) physical Changes resistances penetration: +10%(-) mind / +10%(-) physical Changes damage: +5%(-) mind / +5%(-) physical Physical save: +10 (+5 eff.) (-) Mindpower: +8 (+2 eff.) (-) Mental crit. chance: +4% (-) It can be used to send out a range 5 beam of kinetic energy, dealing 50.91 to 63.64 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant of the psychic (efficiency 147% / cooldown 66%) medical injector implant of the psychic (efficiency 147% / cooldown 66%)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 147% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 102% / cooldown 63%) medical injector implant of the titan (efficiency 102% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Acid Groove schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Earthen Beads (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Changes stats: +0(-4) Wil Damage affinity(heal): +0%(-15%) nature Maximum encumbrance: +20 Life regen: +0.00 (-0.20) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Earthen Beads (Around neck)] stabilizing steel amulet of manastreamingstabilizing steel amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-4) Wil / +1 Mag Changes resistances: +14% temporal Damage affinity(heal): +0%(-15%) nature Pinning immunity: +20% Knockback immunity: +23% Life regen: +0.00 (-0.20) Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)] stabilizing steel amulet of strength (+2)stabilizing steel amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +0(-4) Wil Changes resistances: +11% temporal Damage affinity(heal): +0%(-15%) nature Pinning immunity: +20% Knockback immunity: +21% Life regen: +0.00 (-0.20) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Amulets can have magical properties. |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] EremyruistirEremyruistir Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2 Cun / +1 Con Changes resistances: +24% nature Changes damage: +12% nature / +6% acid Maximum encumbrance: +0 (-21) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] pixie's steel ring of pilferingpixie's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Fatigue: +0% (+5%) Changes stats: +3 Cun / +4 Mag Maximum encumbrance: +0 (-21) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Spellpower: +6 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] wizard's steel ringwizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2 Mag Maximum encumbrance: +0 (-21) Spell save: +4 (+2 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] mule's gold ringmule's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% (+1%) Maximum encumbrance: +28 (+7) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] mule's gold ring of sensingmule's gold ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% (+1%) Maximum encumbrance: +25 (+4) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +30% Confusion immunity: +0% (-20%) Infravision radius: +3 See stealth: +7 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of clarity (On fingers, 1 of 2)] rogue's gold ring of lightning (+26%)rogue's gold ring of lightning (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +0% (+5%) Changes stats: +3 Cun Changes resistances: +26% lightning Changes damage: +13% lightning Maximum encumbrance: +0 (-21) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (75% power, 12 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar of resolve (72% power, 12 apr, mind damage)mossy mindstar of resolve (72% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (-3%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-3) mind / 0(-2) darkness Changes stats: +3 Wil Changes damage: +0%(-2%) mind / +0%(-3%) darkness Physical save: +3 (+2 eff.) Mindpower: +2 (+0 eff.) (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (75% power, 12 apr, mind damage) (In main hand, 1 of 2)] honing vined mindstar of balance (85% power, 18 apr, nature damage)honing vined mindstar of balance (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 85% (+10%) Range: 1.1x (+0.0x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-3) mind / 0(-2) darkness Changes stats: +2 Cun / +2 Wil Changes resistances: +3% physical Changes resistances penetration: +3% physical Changes damage: +2% physical / +0%(-2%) mind / +0%(-3%) darkness Physical save: +4 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +4 (+1 eff.) (+2 (+1 eff.)) Mental crit. chance: +2% (+1%) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (75% power, 12 apr, mind damage) (In main hand, 1 of 2)] parasitic vined mindstar of venom (88% power, 18 apr, nature damage)parasitic vined mindstar of venom (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 89% (+14%) Range: 1.1x (+0.0x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 6 acid / 0(-3) mind / 0(-2) darkness Changes resistances: +4% acid Changes resistances penetration: +6% acid Changes damage: +6% acid / +0%(-2%) mind / +0%(-3%) darkness Life regen: +0.50 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +4 (+1 eff.) (+2 (+1 eff.)) Mental crit. chance: +2% (+1%) Life leech chance: +9% Life leech: +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. Tap to cycle through comparison choices |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] shimmering woollen robe of life (0 def, 0 armour)shimmering woollen robe of life (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +7% blight / +0%(-12%) physical / +0%(-15%) acid Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) physical / +11% arcane / +0%(-5%) mind Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +2.30 Maximum life: +52.00 Maximum mana: +10.00 Mindpower: +0 (+0 eff.) (-8 (-2 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. blurring rough leather belt of the giants (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Armour: +4 Defense: +0 (+0 eff.) (-9 (-4 eff.)) Stealth bonus: +0 (-5) Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. elven-silk cloak 'Lustrestreak' (3 def, 0 armour) (Cloak)] resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-2 (-1 eff.)) Changes stats: +2(+1) Dex / +0(-2) Mag / +0(-4) Wil / +1(-3) Cun Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-5%) light Changes damage: +0%(-6%) light Maximum life: +30.00 (-18.00) Infravision radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] steady rough leather gloves (0 def, 1 armour)steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) (-5 (-3 eff.)) Armour: +1 (-) Damage (Melee): 0(-5) fire Changes stats: +0(-3) Dex Changes resistances: +0%(-5%) fire Changes damage: +0%(-3%) fire Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] Stralite Sand Shredder (0 def, 1 armour)Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Armour: +1 (-) Damage (Melee): 0(-5) fire Changes stats: +0(-3) Dex Changes resistances: +0%(-5%) fire Changes damage: +0%(-3%) fire Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] Assassin's Surprise (0 def, 4 armour)Assassin's Surprise (0 def, 4 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Armour: +4 (+3) Damage (Melee): 0(-5) fire / 10 poison Changes stats: +5 Cun / +0(-3) Dex Changes resistances: +0%(-5%) fire Changes damage: +0%(-3%) fire Poison immunity: +20% Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 15 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 46 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
[vs. The Face of Fear (8 def, 0 armour) (On head)] Yeti Mind Controller (0 def, 3 armour)Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +3% Changes stats: +0(-6) Cun / +0(-8) Wil Talent mastery: +0.00(-0.20) Cursed / Fears Mental save: +10 (+5 eff.) Fear immunity: +0% (-60%) Mindpower: +9 (+3 eff.) (-7 (-2 eff.)) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti, costing 1 power out of 8/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
[vs. The Face of Fear (8 def, 0 armour) (On head)] rough leather cap of constitution (+3) (0 def, 1 armour)rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +1% Changes stats: +0(-8) Wil / +0(-6) Cun / +3 Con Talent mastery: +0.00(-0.20) Cursed / Fears Fear immunity: +0% (-60%) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) A cap made of leather. |
[vs. The Face of Fear (8 def, 0 armour) (On head)] stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +1% Changes stats: +0(-8) Wil / +0(-6) Cun / +3 Con Talent mastery: +0.00(-0.20) Cursed / Fears Physical save: +11 (+6 eff.) Fear immunity: +0% (-60%) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) A cap made of leather. |
5 agate 5 agate0.00 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature / +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] Korbek's SpyglassKorbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes stats: +5 Cun Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Infravision radius: +2 Sight radius: +1 Healing mod.: +0% (-15%) This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] iron torque of thermal psionic shield [power 23] (20 cooldown)iron torque of thermal psionic shield [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] Gemina [power 29] (30 cooldown)Gemina [power 29] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes stats: +2 Dex / +2 Mag Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Light radius: +1 See invisible: +6 Healing mod.: +0% (-15%) It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] hateful steel torque of charged psionic shield [power 49] (20 cooldown)hateful steel torque of charged psionic shield [power 49] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] steel torque of charged psionic shield [power 47] (20 cooldown)steel torque of charged psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] steel torque of charged psionic shield 'Velima' [power 51] (20 cooldown)steel torque of charged psionic shield 'Velima' [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +0%(-6%) physical Talents granted: +1 Ward +0(+-3) Lay Web Critical mult.: +5.00% (+2.00%) Only die when reaching: +0.00 life (+40.00 life) Maximum psi: +10.00 Mental crit. chance: +3% Healing mod.: +0% (-15%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] steel torque of kinetic psionic shield [power 43] (20 cooldown)steel torque of kinetic psionic shield [power 43] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] forceful ash totem of cure ailments [power 2] (10 cooldown)forceful ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
[vs. Velusewyn [power 47] (20 cooldown) (Tool)] ash wand of clairvoyance [power 10] (6 cooldown)ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-2 eff.)) Changes damage: +0%(-6%) physical Talent granted: +0(+-3) Lay Web Critical mult.: +0.00% (-3.00%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-15%) It can be used to reveal the area around you, dispelling darkness (radius 10, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Khelarin the Orc Doomed level 10
19th Retaking 124th year of Ascendancy at 04:02 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Khelarin the Orc Doomed level 13
25th Retaking 124th year of Ascendancy at 10:31 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Khelarin the Orc Doomed level 10
18th Retaking 124th year of Ascendancy at 18:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Khelarin the Orc Doomed level 20
46th Retaking 124th year of Ascendancy at 03:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Khelarin the Orc Doomed level 20
46th Retaking 124th year of Ascendancy at 05:43 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Khelarin the Orc Doomed level 20
46th Retaking 124th year of Ascendancy at 16:11 see stats
Log
Agony from Khelarin hits Star Gazer for 116 mind damage.
Talent Feed is ready to use.
Khelarin uses Infusion: Healing.
Khelarin receives 182 healing from Infusion: Healing.
Khelarin receives 296 healing.
You have deflected 20 incoming damage!
You have deflected 1 incoming damage!
Star Gazer HEALS from darkness damage!
Star Gazer's Galactic Pulse hits Khelarin for 12 physical, 18 darkness (29 total damage).
Star Gazer's Galactic Pulse hits Khelarin for 13 physical, 20 darkness (33 total damage).
Star Gazer's Lunar Orb hits Khelarin for (20 deflected), 21 physical, (1 deflected), 61 darkness (82 total damage).
Star Gazer's Lunar Orb hits Star Gazer for 39 physical, 52 darkness, 12 healing (91 total damage) [12 healing].
Star Gazer's gravity area effect hits Khelarin for 22 physical damage.
Solar Orb hits Khelarin for 22 physical, 28 light (50 total damage).
Star Gazer's gravity area effect hits Khelarin for 23 physical damage.
Star Gazer casts Galactic Pulse.
Star Gazer's Lunar Orb hits Khelarin for 39 physical, 60 darkness (99 total damage).
Star Gazer casts Solar Orb.
Star Gazer casts Solar Orb.
Star Gazer casts Gravity Well.
Star Gazer's spell attains critical power!
Star Gazer casts Lunar Orb.
Star Gazer's spell attains critical power!
Star Gazer is no longer writhing in agony.
Star Gazer casts Repulsion Blast.
Your hatred grows even as your life fades! (+8 hate)
Khelarin slams into something solid!
Your hatred grows even as your life fades! (+4 hate)
Saving game...
