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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Multi-Class Challenge (Slight Edit by Rae) 1.6.0Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Ashes of Urh'Rok 1.6.7Official 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:
The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
Curse Levels 1.3.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Glutton Additions 1.5.10Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Lunar Cultist 1.2.5Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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.
Galvanic Alchemancer 1.5.9Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: Sungun Class + Equipment 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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.] astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Embers of Rage 1.6.7Official 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 1.6.0Combines 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: 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. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Miscellaneous QOL Pack 1.6.0 Items Vault 1.6.0Donators/Buyers bonus! Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite Cat Points 1.4.0One Cat Point per level. Schrödinger's Lore (Mark 2) 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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! |
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 32 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunner at level 1 on the 10th Retaking 124th year of Ascendancy at 11:28 / 112Killed by steam giant guard at level 1 on the 10th Retaking 124th year of Ascendancy at 12:18 Killed by steam giant gunner at level 2 on the 11st Retaking 124th year of Ascendancy at 06:32 Killed by steam giant gunner at level 2 on the 11st Retaking 124th year of Ascendancy at 07:20 Killed by steam giant gunner at level 2 on the 11st Retaking 124th year of Ascendancy at 13:19 Killed by High Guard Talosis at level 3 on the 11st Retaking 124th year of Ascendancy at 22:17 Killed by High Guard Talosis at level 3 on the 11st Retaking 124th year of Ascendancy at 22:38 Killed by steam giant gunslinger at level 5 on the 11st Retaking 124th year of Ascendancy at 23:56 Killed by Snowhoof at level 7 on the 40th Retaking 124th year of Ascendancy at 05:38 Killed by sunwall archer at level 10 on the 49th Retaking 124th year of Ascendancy at 17:52 Killed by Snowhoof at level 10 on the 49th Retaking 124th year of Ascendancy at 21:02 Killed by sun paladin at level 10 on the 50th Retaking 124th year of Ascendancy at 00:01 Killed by sunwall guard at level 10 on the 52nd Retaking 124th year of Ascendancy at 21:03 Killed by sun-mage recruit at level 10 on the 52nd Retaking 124th year of Ascendancy at 23:11 Killed by sun-mage recruit at level 10 on the 1st Revenge 124th year of Ascendancy at 05:09 Killed by sunwall archer at level 10 on the 1st Revenge 124th year of Ascendancy at 09:01 Killed by sunwall archer at level 10 on the 1st Revenge 124th year of Ascendancy at 10:22 Killed by sun-mage at level 10 on the 1st Revenge 124th year of Ascendancy at 20:52 Killed by sun-mage recruit at level 10 on the 2nd Revenge 124th year of Ascendancy at 11:10 Killed by sunwall guard at level 10 on the 2nd Revenge 124th year of Ascendancy at 15:24 Killed by sunwall archer at level 10 on the 2nd Revenge 124th year of Ascendancy at 16:41 Killed by sun-mage recruit at level 11 on the 2nd Revenge 124th year of Ascendancy at 18:18 Killed by troll guard at level 12 on the 17th Revenge 124th year of Ascendancy at 19:15 Killed by troll aquamancer at level 12 on the 17th Revenge 124th year of Ascendancy at 23:21 Killed by mutant snake at level 12 on the 18th Revenge 124th year of Ascendancy at 06:41 Killed by Porothra the sewer alligator at level 12 on the 20th Revenge 124th year of Ascendancy at 07:21 Killed by basaligator at level 12 on the 20th Revenge 124th year of Ascendancy at 08:41 Killed by Islokira the sewer alligator at level 12 on the 20th Revenge 124th year of Ascendancy at 10:23 Killed by Glorosessra the basaligator at level 12 on the 20th Revenge 124th year of Ascendancy at 11:25 Killed by Glorosessra the basaligator at level 12 on the 20th Revenge 124th year of Ascendancy at 12:26 Killed by Glorosessra the basaligator at level 12 on the 20th Revenge 124th year of Ascendancy at 13:43 Killed by troll captain at level 13 on the 22nd Revenge 124th year of Ascendancy at 03:13 Killed by troll pirate at level 13 on the 22nd Revenge 124th year of Ascendancy at 04:32 Killed by Islalena the sewer alligator at level 13 on the 23rd Revenge 124th year of Ascendancy at 08:35 Killed by Islalena the sewer alligator at level 13 on the 23rd Revenge 124th year of Ascendancy at 09:54 Killed by sewer alligator at level 14 on the 23rd Revenge 124th year of Ascendancy at 16:21 Killed by Areldanor the sewer alligator at level 14 on the 23rd Revenge 124th year of Ascendancy at 19:07 Killed by troll marauder at level 14 on the 25th Revenge 124th year of Ascendancy at 00:10 Killed by troll pirate at level 14 on the 25th Revenge 124th year of Ascendancy at 01:27 Killed by troll captain at level 14 on the 25th Revenge 124th year of Ascendancy at 03:38 Killed by troll guard at level 14 on the 25th Revenge 124th year of Ascendancy at 18:48 Killed by troll guard at level 14 on the 26th Revenge 124th year of Ascendancy at 06:40 Killed by troll guard at level 14 on the 26th Revenge 124th year of Ascendancy at 07:51 Killed by troll captain at level 14 on the 26th Revenge 124th year of Ascendancy at 09:20 Killed by Ivowyn the ritch hunter at level 15 on the 32nd Revenge 124th year of Ascendancy at 14:57 Killed by thought-forged warrior at level 15 on the 32nd Revenge 124th year of Ascendancy at 16:33 Killed by larvae bloated ritch mother at level 16 on the 35th Revenge 124th year of Ascendancy at 11:20 Killed by ritch hunter at level 17 on the 39th Revenge 124th year of Ascendancy at 01:15 Killed by ritch centipede at level 17 on the 39th Revenge 124th year of Ascendancy at 02:30 Killed by ritch hunter at level 17 on the 39th Revenge 124th year of Ascendancy at 03:53 Killed by ritch larva at level 17 on the 39th Revenge 124th year of Ascendancy at 07:50 Killed by ritch centipede at level 17 on the 40th Revenge 124th year of Ascendancy at 05:22 Killed by ritch hive mother at level 18 on the 40th Revenge 124th year of Ascendancy at 06:30 Killed by shadowblade at level 18 on the 40th Revenge 124th year of Ascendancy at 11:25 Killed by orc cryomancer at level 18 on the 40th Revenge 124th year of Ascendancy at 13:01 Killed by cold drake hatchling at level 18 on the 40th Revenge 124th year of Ascendancy at 14:09 Killed by naga myrmidon at level 18 on the 40th Revenge 124th year of Ascendancy at 17:03 Killed by naga myrmidon at level 18 on the 40th Revenge 124th year of Ascendancy at 18:14 Killed by cold drake hatchling at level 18 on the 40th Revenge 124th year of Ascendancy at 20:04 Killed by cold drake hatchling at level 18 on the 40th Revenge 124th year of Ascendancy at 23:54 Killed by blade horror at level 19 on the 41st Revenge 124th year of Ascendancy at 02:35 Killed by Burb the snow giant champion at level 19 on the 41st Revenge 124th year of Ascendancy at 04:47 Killed by snow giant at level 19 on the 41st Revenge 124th year of Ascendancy at 06:01 Killed by Burb the snow giant champion at level 19 on the 41st Revenge 124th year of Ascendancy at 07:06 Killed by ritch larva at level 19 on the 41st Revenge 124th year of Ascendancy at 08:20 Killed by Burb the snow giant champion at level 19 on the 41st Revenge 124th year of Ascendancy at 09:55 Killed by Burb the snow giant champion at level 19 on the 41st Revenge 124th year of Ascendancy at 11:23 Killed by Xoyawe the larvae bloated ritch mother at level 23 on the 43rd Revenge 124th year of Ascendancy at 03:51 Killed by ritch centipede at level 23 on the 43rd Revenge 124th year of Ascendancy at 11:38 Killed by larvae bloated ritch mother at level 23 on the 43rd Revenge 124th year of Ascendancy at 18:11 Killed by troll guard at level 26 on the 50th Revenge 124th year of Ascendancy at 07:58 Killed by troll captain at level 26 on the 50th Revenge 124th year of Ascendancy at 09:49 Killed by Admiral Korbek at level 26 on the 50th Revenge 124th year of Ascendancy at 13:30 Killed by fire wyrm at level 26 on the 11st Pain 124th year of Ascendancy at 10:23 Killed by fire drake at level 27 on the 11st Pain 124th year of Ascendancy at 11:42 Killed by multi-hued drake hatchling at level 27 on the 11st Pain 124th year of Ascendancy at 16:35 Killed by saw horror at level 27 on the 12nd Pain 124th year of Ascendancy at 01:28 Killed by ritch larva at level 27 on the 12nd Pain 124th year of Ascendancy at 16:20 Killed by worm that walks at level 27 on the 12nd Pain 124th year of Ascendancy at 18:17 Killed by saw horror at level 27 on the 12nd Pain 124th year of Ascendancy at 19:52 Killed by worm that walks at level 27 on the 12nd Pain 124th year of Ascendancy at 22:09 Killed by sand-drake at level 27 on the 13rd Pain 124th year of Ascendancy at 00:34 Killed by bloated horror at level 28 on the 13rd Pain 124th year of Ascendancy at 10:50 Killed by netherworm mass at level 28 on the 13rd Pain 124th year of Ascendancy at 13:58 Killed by Snowhoof at level 28 on the 13rd Pain 124th year of Ascendancy at 15:18 Killed by umbral horror at level 28 on the 13rd Pain 124th year of Ascendancy at 22:43 Killed by worm that walks at level 28 on the 14th Pain 124th year of Ascendancy at 00:21 Killed by fearful symmetry at level 28 on the 14th Pain 124th year of Ascendancy at 02:46 Killed by bloated horror at level 28 on the 14th Pain 124th year of Ascendancy at 04:13 Killed by devourer at level 28 on the 15th Pain 124th year of Ascendancy at 11:58 Killed by Ce'Newyn the assassin at level 29 on the 20th Dearth 124th year of Ascendancy at 20:14 Killed by Ce'Newyn the assassin at level 29 on the 20th Dearth 124th year of Ascendancy at 21:18 Killed by eldritch eye at level 29 on the 21st Dearth 124th year of Ascendancy at 11:24 Killed by naga myrmidon at level 29 on the 21st Dearth 124th year of Ascendancy at 19:00 Killed by Belugawyn the large white snake at level 29 on the 22nd Dearth 124th year of Ascendancy at 01:24 Killed by Belugawyn the large white snake at level 29 on the 22nd Dearth 124th year of Ascendancy at 02:33 Killed by thief at level 29 on the 23rd Dearth 124th year of Ascendancy at 07:22 Killed by Belark the dolleg at level 29 on the 23rd Dearth 124th year of Ascendancy at 08:32 Killed by Eilinelratha the king cobra at level 30 on the 25th Dearth 124th year of Ascendancy at 07:48 Killed by Eilinelratha the king cobra at level 30 on the 25th Dearth 124th year of Ascendancy at 09:00 Killed by Layaleba the giant spider at level 30 on the 26th Dearth 124th year of Ascendancy at 06:07 Killed by multi-hued drake hatchling at level 30 on the 26th Dearth 124th year of Ascendancy at 08:25 Killed by venom drake at level 30 on the 27th Dearth 124th year of Ascendancy at 01:13 Killed by Lisada the gigantic sandworm tunneler at level 31 on the 27th Dearth 124th year of Ascendancy at 06:19 Killed by minotaur at level 31 on the 28th Dearth 124th year of Ascendancy at 07:10 Killed by luminous horror at level 31 on the 28th Dearth 124th year of Ascendancy at 10:43 Killed by headless horror at level 31 on the 29th Dearth 124th year of Ascendancy at 08:12 Killed by snow giant boulder thrower at level 31 on the 29th Dearth 124th year of Ascendancy at 19:49 Killed by snow giant boulder thrower at level 31 on the 29th Dearth 124th year of Ascendancy at 21:01 Killed by barrow wight at level 31 on the 30th Dearth 124th year of Ascendancy at 13:39 Killed by naga myrmidon at level 31 on the 30th Dearth 124th year of Ascendancy at 18:20 Killed by Snowhoof at level 32 on the 30th Dearth 124th year of Ascendancy at 18:26 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 50 (base 38) |
| Willpower | 50 (base 47) |
| Cunning | 48 (base 47) |
Resources
| Life | 683/702 |
| Mana | 510/517 |
| Steam | 100/100 |
| Healing Factor | 1.3305405405405 |
| Regeneration | 5.1225810810809 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.742073896365 |
| See Invisible | 35.742073896365 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 19% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +10% |
| Cold | +6% |
| Blight | +20% |
| Physical | +12% |
| Fire | +31% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Mind | + 46%(100%) |
| Lightning | + 31%( 70%) |
| Light | + 54%( 70%) |
| Darkness | + 31%( 70%) |
| Blight | + 31%( 70%) |
| Cold | + 34%( 70%) |
| Fire | + 51%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Knockback Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Ice | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane elements | 1.50 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Terrene technomancy | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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 |
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 | insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% cold Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | The Cage (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again. |
| Tool | dwarven-steel pickaxe of quickening (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
| On fingers | titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | blurring hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Stealth bonus: +8 Maximum life: +39.00 A belt that goes around your waist. |
| In main hand | Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 14 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| On hands | hardened leather gloves 'Wretchhunger' (0 def, 4 armour) Requires: Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Str Changes resistances: +9% fire Talent granted: +1 Sand Shredder Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Healing mod.: +5% When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +10% lightning / +8% cold / +10% blight / +13% all Changes damage: +7% lightning / +12% physical / +6% cold Talent granted: +3 Arcane Dynamo Life regen: +3.60 Maximum life: +59.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping cashmere cloak of the Shaloren (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Mag / +1 Wil Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Inventory
steam generator implant of the warrior (steam 7)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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
blink rune of the titan (range 3; phase 12; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 20; resist 25%; move 45%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 45% faster, and you are invisible (power 20). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
enraging gold amulet of dexterity (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +4 Dex Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Critical mult.: +12.00% Amulets can have magical properties. |
savior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 17 light Changes stats: +2 Mag Changes damage: +12% light Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +10 (+5 eff.) Rings can have magical properties. |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +5% blight Poison immunity: +12% Disease immunity: +12% Rings can have magical properties. |
Glintraptor the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +12% physical / +6% darkness / +5% arcane / +3% nature Changes damage: +12% acid / +12% physical Light radius: +1 Rings can have magical properties. |
pixie's gold ring of darkness (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +26% darkness Changes damage: +13% darkness Spellpower: +8 (+2 eff.) Rings can have magical properties. |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +6 Dex Rings can have magical properties. |
Battlestaff (30-36 power, 10 apr, physical element)5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +12 (+6 eff.) Talent mastery: +0.20 Spell / Staff combat Strong but light wood, shod with steel and perfectly balanced. |
elven-wood vilestaff of greater warding (25-30 power, 5 apr, fire element)Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +2 Ward +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Telekinetic Sledge (40-60 power, 20 apr)Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. |
Rusty Chopper (25-35 power, 3 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% On weapon crit: * inflicts a cursed wound (halves healing for 10 turns) Damage (Melee): +10 acid When wielded/worn: Hate per kill: +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
Umbral Razor (25-32.5 power, 10 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 158.65 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (25-32.5 power, 20 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
plaguebringer's dwarven-steel dagger (17.5-22.75 power, 7 apr)Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +19% Sharp, short and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
The Forgotten (12-13.2 power, 22 apr, mind damage)Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 10% Cun Damage type: Mind Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Mental save: +15 (+8 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% It can be used to confuse all enemies in radius 3 for 5 turns Activation costs 22 power out of 25/25. A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
dwarven-steel ritual blade of the lich (15.5-20.15 power, 7 apr) dwarven-steel ritual blade of the lich (15.5-20.15 power, 7 apr)Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +3 Cun / +3 Con N.Energy each turn: +0.20 Only die when reaching: -100.00 life Maximum vim: +20.00 Maximum neg.energy: +30.00 Spell crit. chance: +6% Sharp, short and deadly. |
dwarven-steel ritual blade of wizardry (14-18.2 power, 7 apr) dwarven-steel ritual blade of wizardry (14-18.2 power, 7 apr)Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 14.0 - 18.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Maximum mana: +21.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Sharp, short and deadly. |
fungal enhanced solar gun fungal enhanced solar gunRequires: - Talent Shoot Infused by nature 1.00 Encumbrance. Type: weapon / solargun ; tier 3 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Shots beam through all targets. When wielded/worn: Changes stats: +3 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 108 life over 5 turns Activation puts all charms on cooldown for 18 turns. A compact gun that conducts solar energies. |
ranger's enhanced solar gun ranger's enhanced solar gunRequires: - Talent Shoot Crafted by a master 1.00 Encumbrance. Type: weapon / solargun ; tier 3 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Shots beam through all targets. When wielded/worn: Changes stats: +3 Dex A compact gun that conducts solar energies. |
steady enhanced solar gun of fire steady enhanced solar gun of fireRequires: - Talent Shoot Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / solargun ; tier 3 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Shots beam through all targets. Damage (Ranged): +8 fire When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +2.0% Changes damage: +16% fire A compact gun that conducts solar energies. |
cured leather slingRequires: - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of dampeningRequires: - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +1.0% Changes resistances: +8% acid / +9% lightning / +8% fire / +7% cold / +2% all Spell save: +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
fungal hardened leather sling of cunning (+4)Requires: - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +4 Cun / +3 Con Changes resistances penetration: +6% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 124 life over 5 turns Activation puts all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
halfling hardened leather slingRequires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes damage: +10% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
sentry's traditional solar battery of accuracy(57/57, 22.5-27 power, 5 apr) sentry's traditional solar battery of accuracy(57/57, 22.5-27 power, 5 apr)Powered by arcane forces Crafted by a master 0.00 Encumbrance. Type: ammo / battery ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +2.5% Capacity: 57 Turns elapse between self-loadings: 4 Batteries are used to power Solar Guns. |
Sky-ruling enhanced solar battery of erosion(28/28, 26-31.2 power, 3 apr) Sky-ruling enhanced solar battery of erosion(28/28, 26-31.2 power, 3 apr)Infused by nature 0.00 Encumbrance. Type: ammo / battery ; tier 3 Base power: 26.0 - 31.2 Uses stats: 70% Mag, 50% Dex Damage type: Lightning Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Capacity: 28 Damage (Ranged): +6 nature Batteries are used to power Solar Guns. |
elemental enhanced solar battery of accuracy(25/25, 29-34.8 power, 3 apr) elemental enhanced solar battery of accuracy(25/25, 29-34.8 power, 3 apr)Powered by arcane forces Crafted by a master 0.00 Encumbrance. Type: ammo / battery ; tier 3 Base power: 29.0 - 34.8 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +14 Armour Penetration: +3 Crit. chance: +3.0% Capacity: 25 On weapon hit: * Create an explosion dealing 117 acid damage (1/turn) Batteries are used to power Solar Guns. |
enhanced solar battery(28/28, 25.5-30.6 power, 3 apr) enhanced solar battery(28/28, 25.5-30.6 power, 3 apr)0.00 Encumbrance. Type: ammo / battery ; tier 3 Base power: 25.5 - 30.6 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Capacity: 28 Batteries are used to power Solar Guns. |
enhanced solar battery of grasping(21/21, 26.5-31.8 power, 3 apr) enhanced solar battery of grasping(21/21, 26.5-31.8 power, 3 apr)Infused by nature 0.00 Encumbrance. Type: ammo / battery ; tier 3 Base power: 26.5 - 31.8 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns Batteries are used to power Solar Guns. |
Shadow-ruling empowered solar battery of vileness(26/26, 38-45.6 power, 4 apr) Shadow-ruling empowered solar battery of vileness(26/26, 38-45.6 power, 4 apr)Powered by arcane forces 0.00 Encumbrance. Type: ammo / battery ; tier 4 Base power: 38.0 - 45.6 Uses stats: 70% Mag, 50% Dex Damage type: Darkness Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +3.5% Capacity: 26 On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 30 Damage (Ranged): +5 blight Batteries are used to power Solar Guns. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
tormentor's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% blight / +9% all Critical mult.: +10.00% Life regen: +1.80 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Maximum life: +40.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Lisosetha the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +1 Dex Changes resistances: +10% lightning / +25% temporal / +6% mind Disease immunity: +20% Cut immunity: +10% Confusion immunity: +20% A pair of boots made of leather. |
polar hardened leather gloves of butchering (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Physical power: +6 (+3 eff.) Armour: +2 Damage (Melee): 5 cold Changes resistances: +6% blight / +5% cold Changes damage: +4% cold Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). On weapon hit: * 12% chance to slow global speed by 51% * 11% chance to reduce armor by 40% Damage (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing cashmere wizard hat of light (+18%) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +18% light Changes damage: +12% light Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of sanctity (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% blight / +7% darkness Spell save: +5 (+2 eff.) Mental save: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 hematite 9 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.00 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. |
15 malachite 15 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 carnelian 17 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 small geode 8 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+10 eff.) Changes damage: +6% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 geode 3 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
alchemist's lamp 'Chargevalor'Requires: Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +3 Wil / +7 Cun / +3 Con Changes damage: +15% lightning Reduces incoming crit damage: 15.00% Physical save: +13 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +15 (+8 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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) Activation costs 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. |
potent healing salve [power 166] potent healing salve [power 166]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 166 Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (2/2)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 Activation costs 178 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. |
steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of psionic shield [power 79] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 109] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 109 for 5 turns Activation puts all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 85] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of stinging [power 152] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 152 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Brightslicer [power 314] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +9% light / +15% temporal Changes resistances penetration: +25% blight Changes damage: +12% light / +6% blight It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 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 (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! |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Snowhoof the Whitehoof Archmage level 5
12nd Retaking 124th year of Ascendancy at 02:14 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Snowhoof the Whitehoof Archmage level 10
2nd Revenge 124th year of Ascendancy at 17:44 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Snowhoof the Whitehoof Archmage level 28
13rd Pain 124th year of Ascendancy at 15:11 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Snowhoof the Whitehoof Archmage level 10
41st Retaking 124th year of Ascendancy at 13:06 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Snowhoof the Whitehoof Archmage level 20
41st Revenge 124th year of Ascendancy at 12:35 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Snowhoof the Whitehoof Archmage level 30
24th Dearth 124th year of Ascendancy at 09:20 see stats
Mercy, mercy! (Exploration mode)
Killed Talosis without any civilians deaths.By Snowhoof the Whitehoof Archmage level 3
11st Retaking 124th year of Ascendancy at 23:05 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Snowhoof the Whitehoof Archmage level 17
40th Revenge 124th year of Ascendancy at 05:21 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Snowhoof the Whitehoof Archmage level 17
40th Revenge 124th year of Ascendancy at 03:15 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Snowhoof the Whitehoof Archmage level 19
41st Revenge 124th year of Ascendancy at 02:10 see stats
Utterly Destroyed (Exploration mode)
Died on the Eidolon Plane.By Snowhoof the Whitehoof Archmage level 32
30th Dearth 124th year of Ascendancy at 18:26 see stats
Log
Today is the 30th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 18:21.
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Welcome to level 32 [Snowhoof].
Snowhoof has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s), 4 category point(s) to spend. Press p to use them.
Personal New Achievement: Utterly Destroyed (Exploration mode)!






















































































































































