















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/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.
Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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:
New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 28 / 72% |
Size | medium |
Lifes / Deaths | Killed by Arch-Gunmage at level 26 on the 50th Haze 122nd year of Ascendancy at 14:24 0 / 6Killed by elven blood mage at level 27 on the 51st Haze 122nd year of Ascendancy at 00:27 Killed by Arch-Gunmage at level 27 on the 51st Haze 122nd year of Ascendancy at 01:52 Killed by Mayera the elven elite warrior at level 27 on the 51st Haze 122nd year of Ascendancy at 17:35 Killed by Mayera the elven elite warrior at level 27 on the 51st Haze 122nd year of Ascendancy at 19:10 Killed by Xeralaith the corrupted plasmic disruptor at level 28 on the 52nd Haze 122nd year of Ascendancy at 11:26 |
Primary Stats
Strength | 50 (base 23) |
Dexterity | 69 (base 39) |
Constitution | 42 (base 12) |
Magic | 37 (base 12) |
Willpower | 43 (base 13) |
Cunning | 109 (base 60) |
Resources
Hate | 66/100 |
Equilibrium | 0 |
Steam | 100/100 |
Life | 726/726 |
Positive | 119/131 |
Stamina | 262/262 |
Psi | 133/133 |
Healing Factor | 1.6064150943396 |
Regeneration | 16.947679245283 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 11 |
See Invisible | 6 |
Offense: Mainhand
Damage | 83 |
Accuracy | 65 |
Crit Chance | 62% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 83 |
Accuracy | 65 |
Crit Chance | 62% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Nature | +19% |
Darkness | +15% |
Fire | +18% |
Temporal | +12% |
Mind | +13% |
Physical | +15% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Temporal | +16% |
Acid | +15% |
Physical | +42% |
Mind | +10% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 78.413408721348 (66.666666666667%) |
Defense | 45 |
Ranged Defense | 48 |
Fatigue | 16 |
Physical Save | 54 |
Spell Save | 24 |
Mental Save | 48 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 37%( 70%) |
Cold | + 50%( 70%) |
All | + 28%( 70%) |
Lightning | + 69%( 70%) |
Light | + 41%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 57%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 36%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Disarm Resistance | 75% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 50% |
Blind Resistance | 39% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
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 118% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Bullets mastery | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Effects
talent | Deflection |
talent | Molten Iron Blood |
talent | Venomous Ammunition |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed giant spider spinneret. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
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 within14 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Nature/Master Power 23.0 - 27.6 Physical Uses 120% Cun Acc+ +0.1% dam / acc Apr +2 Crit +13.5% Capacity 21 Proj.spd +200% Ranged+ +8 gravity +10 temporal +6 nature On Hit.r1 +8 blight +4 physical On Hit: * 10% chance to crush the target On Crit: * cripple the target While equipped: ---------- misc Reload +1 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex +1 Mag +3 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +1 HP.reg +1.00 Disarm- +60% ---------- misc Stam/turn +0.60 Max.stam +10.00 Infravis +3 Talents +1 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +6.00% Dmg.mod +15% darkness Acc +10 (+3 eff.) ----- def ----- Phys.save +18 (+6 eff.) Max.HP +100.00 Heal.mod +15% ---------- misc Light +4 Infravis +6 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Cun +6 Wil dps ---------- Phys.crit +2.0% Res.pen +10% acid +15% physical Acc +11 (+3 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +9 (+3 eff.) Fatigue +5% Resists +13% blight Mind.save +30 (+10 eff.) ---------- misc Infravis +2 A hat made of leather. Very stylish. |
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +6 (+2 eff.) Res.pen +20% physical ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +11% temporal Phys.save +9 (+3 eff.) Stealth +4 Die.at -40.00 life ---------- misc Talents +2 Moss Tread A pair of boots made of leather. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +4 Dex dps ---------- Dmg.mod +13% mind +13% nature Res.pen +5% acid Acc +10 (+3 eff.) ----- def ----- Resists +3% acid +25% mind +26% nature Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% lightning +20% fire Melee Ret 8 fire ----- def ----- Resists +12% fire +18% light +16% darkness Blind- +29% Amulets can have magical properties. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 70 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +9.00% Dmg.mod +6% nature ----- def ----- Armour +18 Defense +33 (+11 eff.) Rng.Def +9 (+3 eff.) Phys.save +45 (+13 eff.) HP.reg +3.30 Heal.mod +23% A belt that goes around your waist. |
In off hand | ![]() 4.0 T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 cold On Crit.r2 +2 arcane +2 temporal On Hit: * applies a stacking poison dealing 36 damage per turn Uses 2.0 Steam While equipped: Stats +5 Str +4 Mag dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +9% physical +9% temporal +12% cold Res.pen +16% temporal +7% physical ----- def ----- Resists +3% temporal ---------- misc Reload +4 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Apr +4 ----- def ----- Armour +16 Defense +2 (+1 eff.) Resists +30% lightning +16% cold +9% mind Die.at -40.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +1 Wil +4 Con dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +13 Hardiness +0% Defense +4 (+2 eff.) Fatigue +16% Resists +16% lightning +15% cold +7% mind +9% acid Mind.save +10 (+4 eff.) HP.reg +6.00 Blind- +10% Poison- +50% Disease- +50% Cut- +50% Disarm- +15% ---------- misc Breathe water A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1129% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +23% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness Acc +10 (+3 eff.) Apr +10 ----- def ----- Armour +2 Defense +9 (+3 eff.) Fatigue -6% Resists +1% physical +26% darkness +9% mind ---------- misc Max.enc +26 Stam/turn +0.20 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Blind- +20% Poison- +10% Disease- +20% Pinning- +10% Stun/Frz- +25% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Blind- +25% ---------- misc Infravis +5 See.Stealth +11 See.Invis +6 Rings can have magical properties. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 34.0 - 47.6 Temporal Uses 100% Wil Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 lightning On Hit.r1 +16 arcane On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% physical Res.pen +10% arcane +13% physical Acc +13 (+4 eff.) Apr +13 On Hit (Melee): * 10% chance to disease ----- def ----- Defense +13 (+5 eff.) Disarm- +42% ---------- misc Hate/m.crit +3.00 Telepathy Demon/Minor Demon/Major One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego] Psionic Power 38.5 - 50.1 Physical Uses 45% Wil, 45% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 darkness Against +10% Living Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Nature Power 38.5 - 50.1 Physical Uses 45% Wil, 45% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +32 insidious poison Sharp, short and deadly. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) Dmg.mod +14% physical Res.pen +12% nature +11% physical Apr +7 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +9% nature +7% all ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T2 longbow 2H weapon [Random Unique] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +3% darkness +47% physical Res.pen +47% physical ----- def ----- Resists +3% darkness +6% blight Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +7 acid While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Crit +0.0% Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 acid Dmg.conv 27% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Spell.pwr +2 (+1 eff.) Dmg.mod +10% acid +9% blight Res.pen +14% physical ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Vim/s.crit +1.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +1 Mag dps ---------- Dmg.mod +14% physical Res.pen +14% physical ----- def ----- Defense +6 (+2 eff.) Resists +12% darkness Teleport- +10% Dur/telep +30% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +30% darkness Res.pen +25% darkness Acc +10 (+3 eff.) ----- def ----- Resists +6% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% lightning +12% cold +3% blight +6% fire +5% arcane +3% mind A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +10.00 Stun/Frz- +5% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Crit.mult +6.00% Mind.pwr +5 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +8 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Mind.save +6 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +10 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +0% lightning +1% physical +3% nature +0% cold Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Pinning- +15% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Mind.crit +4% Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +0% cold +0% nature ---------- misc Equi/ret +0.20 Hate/m.crit +3.00 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% mind Acc +2 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +3% mind +1% physical Phys.save +12 (+4 eff.) Heal.mod +10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +12 Lck +9 Dex ----- def ----- Armour +3 Fatigue -2% Phys.save +7 (+3 eff.) Stealth +15 Die.at -60.00 life ---------- misc Max.enc +26 Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +5.00% Res.pen +5% acid Phasing +40% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Stealth +0 ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Disarm- +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +12% physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +7 Fatigue +3% Phys.save +15 (+5 eff.) Mind.save +0 (+0 eff.) Die.at -60.00 life Max.HP +70.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +5 Str dps ---------- Res.pen +15% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
6 nuummite 6 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 verdite 8 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+4 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+4 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 tiny geode 6 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 malachite 2 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+5 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+7 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+7 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 16 temporal ----- def ----- Mind.save +3 (+1 eff.) Heal/summ +10 ---------- misc Max.hate +4.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +9% blight Blind- +30% Teleport- +15% ---------- misc Light +4 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +9% acid Res.pen +10% blight +10% acid ----- def ----- Resists +8% light +20% blight Affinity +5% darkness ---------- misc Light +3 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 104.91 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +0% darkness Res.pen +15% fire ----- def ----- Defense +8 (+3 eff.) Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +5 Infravis +0 See.Invis +0 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful healing salve [power 162] powerful healing salve [power 162]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Heal 162 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 140] powerful pain suppressor salve [power 140]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Let you fight up to -140 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
By Arch-Gunmage the Cornac Adventurer level 19
12nd Haze 122nd year of Ascendancy at 12:18 see stats
By Arch-Gunmage the Cornac Adventurer level 23
47th Haze 122nd year of Ascendancy at 11:56 see stats
By Arch-Gunmage the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 09:44 see stats
By Arch-Gunmage the Cornac Adventurer level 20
16th Haze 122nd year of Ascendancy at 04:50 see stats
By Arch-Gunmage the Cornac Adventurer level 16
49th Dusk 122nd year of Ascendancy at 20:51 see stats
By Arch-Gunmage the Cornac Adventurer level 24
48th Haze 122nd year of Ascendancy at 03:20 see stats
By Arch-Gunmage the Cornac Adventurer level 6
8th Mirth 122nd year of Ascendancy at 06:57 see stats
By Arch-Gunmage the Cornac Adventurer level 13
3rd Dusk 122nd year of Ascendancy at 19:19 see stats
By Arch-Gunmage the Cornac Adventurer level 22
43rd Haze 122nd year of Ascendancy at 06:39 see stats
By Arch-Gunmage the Cornac Adventurer level 15
10th Dusk 122nd year of Ascendancy at 14:22 see stats
Log
Talent Enhanced Munitions is ready to use.
Talent Waters of Life is ready to use.
Talent Explosive Shell is ready to use.
Talent Venomous Ammunition is ready to use.
Arch-Gunmage activates Venomous Ammunition.
Talent Deflection is ready to use.
Arch-Gunmage activates Deflection.
Talent Realign is ready to use.
Talent Supercharge Bullets is ready to use.
Talent Bathe in Light is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Saving done.
Arch-Gunmage deactivates Beyond the Flesh.
Arch-Gunmage deactivates Venomous Ammunition.
Arch-Gunmage deactivates Deflection.
Arch-Gunmage deactivates Molten Iron Blood.