














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 50 / 512% |
Size | medium |
Lifes / Deaths | Killed by Layabrenor the skeleton warrior at level 50 on the 1st Wintertide 124th year of Ascendancy at 15:42 / 2Killed by Layabrenor the skeleton warrior at level 50 on the 1st Wintertide 124th year of Ascendancy at 15:57 |
Primary Stats
Strength | 96 (base 65) |
Dexterity | 88.76 (base 47) |
Constitution | 43 (base 11) |
Magic | 23 (base 16) |
Willpower | 113.76 (base 47) |
Cunning | 109.76 (base 60) |
Resources
Life | -1043/1421 |
Steam | 100/100 |
Equilibrium | 0 |
Psi | 233/254 |
Healing Factor | 1.8523943661971 |
Regeneration | 7.1317183098587 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +300% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 125 |
Accuracy | 80 |
Crit Chance | 73% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 140 |
Accuracy | 85 |
Crit Chance | 62% |
APR | 65 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Physical | +66% |
Mind | +19% |
All | +16% |
Lightning | +40% |
Light | +22% |
Darkness | +25% |
Fire | +31% |
Nature | +20% |
Offense: Damage Penetration
Darkness | +25% |
Physical | +60% |
Temporal | +10% |
Fire | +10% |
Arcane | +40% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 83.292304923968 (86.818181818182%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 14 |
Physical Save | 67 |
Spell Save | 40 |
Mental Save | 69 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 30%( 70%) |
All | + 25%( 70%) |
Lightning | + 70%( 70%) |
Light | + 36%( 70%) |
Temporal | + 30%( 70%) |
Darkness | + 48%( 70%) |
Physical | + 39%( 70%) |
Fire | + 34%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 48% |
Fear Resistance | 0% |
Teleport Resistance | 20% |
Blind Resistance | 50% |
Silence Resistance | 38% |
Bleed Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
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 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Dexterity 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 197% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity 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 179% efficiency and cooldown mod of 53%. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 13 turns. While Heroism is active, you will only die when reaching -766 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 836 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Rocket Boots |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 24 and keeps you from dying even if your life drops to -868. Heroism |
detrimental effect | Talents fail chance 43%, fear and sleep immunity reduced by 68%. Mind Drone |
detrimental effect | Continuously drain blood, dealing 77.93 physical damage per turn and healing the caster for half of it. Bloodstar |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Iselratira the ungolmor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Mad Psyshot. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Porylewyn the copperhead snake. Escort: lost tinker (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Elora the vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Polalraba the skeleton warrior. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning by +2. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed faerlhing fang. * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed ice wyrm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil Changes resistances penetration: +25% arcane / +15% mind Talent granted: +5 Rocket Boots Physical save: +0 (+0 eff.) Silence immunity: +38% Confusion immunity: +38% Pinning immunity: +0% Stun/Freeze immunity: +35% Knockback immunity: +0% Teleport immunity: +0% Psi when hit: +0.12 Maximum psi: +50.00 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +16.5% Capacity: 17 On weapon hit: * Slows global speed by 13% * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +17 gravity / +4 mind Burst (radius 1) on hit: +4 mind / +12 fire Burst (radius 2) on crit: +16 fire When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+2 eff.) Armour: +2 Damage when hit (Melee): 18 fire Changes stats: +7 Wil Changes resistances: +6% blight / +6% fire / +5% darkness Changes damage: +6% light Damage affinity(heal): +5% light Critical mult.: +20.00% Disease immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +5% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 15.68 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +14 Defense: +4 (+2 eff.) Fatigue: +10% Changes stats: +6 Str / +0 Cun / +6 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Light radius: +7 A Helmet. But with steam power! |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +14 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical power: +8 (+2 eff.) Changes stats: +4 Dex / +4 Con Critical mult.: +12.00% Mental save: +9 (+2 eff.) Stamina each turn: +0.80 Psi when hit: +0.24 Only die when reaching: -80.00 life Maximum life: +30.00 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Effects on melee hit: * 36% chance to inflict 15% damage reduction Changes stats: +12 Wil Changes resistances: +6% darkness / +3% light Changes resistances penetration: +25% darkness / +10% temporal Changes damage: +9% darkness / +8% all Mental save: +23 (+5 eff.) Life regen: +1.60 Maximum life: +80.00 Spellpower: +18 (+4 eff.) Mindpower: +19 (+4 eff.) Healing mod.: +19% Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +7 Changes stats: +3 Con Changes resistances: +30% acid / +6% fire Changes damage: +15% acid / +15% physical Physical save: +16 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +17 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.40 Maximum life: +96.00 Healing mod.: +22% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +41% lightning / +9% light / +6% nature Physical save: +20 (+5 eff.) Disease immunity: +25% Stun/Freeze immunity: +44% Knockback immunity: +15% Teleport immunity: +20% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 133 damage Travel speed: +600% Burst (radius 1) on hit: +4 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +41% physical / +10% fire Changes damage: +15% fire / +3% mind / +16% physical Critical mult.: +15.00% Damage Shield penetration: +49% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Fatigue: +0% Maximum encumbrance: +0 Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Cut immunity: +10% Disarm immunity: +10% Only die when reaching: -80.00 life Maximum hate: +6.00 Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 120 damage When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: -8% Damage when hit (Melee): 16 physical Changes resistances: +6% blight / +19% physical Changes resistances penetration: +19% physical Changes damage: +4% nature / +19% physical Critical mult.: +12.00% Disease immunity: +22% Stamina each turn: +0.60 Maximum life: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +5 Wil / +7 Con Changes resistances: +30% lightning / +6% arcane / +3% light Changes resistances penetration: +15% arcane Changes damage: +24% lightning Critical mult.: +24.00% Stealth bonus: +14 Physical save: +17 (+5 eff.) Mental save: +17 (+4 eff.) Stun/Freeze immunity: +50% Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +6 (+3 eff.) Fatigue: +9% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 10 light / 20 acid Changes stats: +12 Str / +7 Dex / +7 Mag / +11 Wil / +7 Cun / +12 Con Changes resistances: +6% lightning / +6% temporal / +19% darkness / +24% blight / +9% acid Physical save: +15 (+4 eff.) Maximum life: +91.00 Light radius: +2 A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -1034 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 616 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 lightning Changes resistances: +5% physical / +9% fire Stun/Freeze immunity: +10% Teleport immunity: +70% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex / +2 Mag / +5 Cun / +4 Con Changes resistances: +3% lightning Changes damage: +5% acid / +5% fire / +5% cold / +3% nature / +14% lightning Talent mastery: +0.14 Steamtech / Chemistry Life regen: +0.60 Stamina each turn: +0.50 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +3 Str / +4 Wil Changes resistances penetration: +25% physical Changes damage: +15% physical Critical mult.: +9.00% Mental save: +41 (+10 eff.) Confusion immunity: +19% Mindpower: +11 (+2 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +4 Str Changes resistances penetration: +20% darkness Physical save: +42 (+11 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Con Physical save: +14 (+4 eff.) Life regen: +2.60 Maximum life: +67.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +26% acid / +15% cold / +12% light Changes damage: +13% acid Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Stun/Freeze immunity: +20% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +6 Cun / +7 Dex Changes resistances: +12% nature Knockback immunity: +20% Life regen: +0.40 Only die when reaching: -60.00 life Rings can have magical properties. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to disease Travel speed: +600% Damage (Ranged): +31 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +5% acid Changes damage: +9% acid / +40% fire / +19% physical / +12% temporal Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +8 (+4 eff.) Ranged Defense: +7 (+4 eff.) Fatigue: +4% Changes resistances: +13% darkness / +24% temporal Changes resistances penetration: +12% physical / +16% temporal / +20% darkness / +10% fire Changes damage: +6% fire / +6% physical Maximum life: +40.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+5 eff.) Disarm immunity: +0% Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 213.44 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane / 8 blight Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane / +8% blight Changes damage: +6% blight Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+7 eff.) Ranged Defense: +11 (+6 eff.) Changes stats: +7 Wil Changes resistances: +4% physical / +6% mind / +9% nature Physical save: +11 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +20% Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+5 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +5% Changes stats: +6 Str / +7 Dex / +10 Wil / +3 Con Changes resistances: +12% blight / +23% darkness Changes resistances penetration: +10% acid / +15% arcane Critical mult.: +3.00% Physical save: +15 (+4 eff.) Mental save: +24 (+6 eff.) Infravision radius: +7 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +7 Fatigue: +5% Effects on melee hit: * Slows global speed by 38% Changes stats: +3 Dex / +10 Wil / +5 Cun Changes resistances: +15% blight / +20% darkness / +20% light / +6% acid Changes resistances penetration: +10% physical Spell save: +20 (+6 eff.) Mental save: +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Light radius: +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +8 Cun / +10 Con Changes resistances penetration: +20% mind Changes damage: +24% mind Physical save: +11 (+3 eff.) Mental save: +6 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances: +3% nature / +17% light / +19% darkness Changes resistances penetration: +5% nature Changes damage: +6% nature Stamina when hit: +2.20 Equilibrium when hit: +2.30 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +5 Wil Changes resistances: +11% physical / +13% cold Allows you to breathe in: water Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +3 Dex / +2 Con Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing pain suppressor salve [power 297] amazing pain suppressor salve [power 297]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -297 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 246, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.0 - 56.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 49 arcane resource burn * Slows global speed by 49% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +14 bleed / +36 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +9% darkness / +6% lightning Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mad Psyshot the Cornac Psyshot level 24
27th Haze 122nd year of Ascendancy at 19:56 see stats
By Mad Psyshot the Cornac Psyshot level 42
14th Dusk 123rd year of Ascendancy at 19:21 see stats
By Mad Psyshot the Cornac Psyshot level 41
12nd Dusk 123rd year of Ascendancy at 23:54 see stats
By Mad Psyshot the Cornac Psyshot level 46
43rd Dusk 123rd year of Ascendancy at 11:11 see stats
By Mad Psyshot the Cornac Psyshot level 24
26th Haze 122nd year of Ascendancy at 04:02 see stats
By Mad Psyshot the Cornac Psyshot level 12
23rd Dusk 122nd year of Ascendancy at 08:37 see stats
By Mad Psyshot the Cornac Psyshot level 44
38th Dusk 123rd year of Ascendancy at 08:30 see stats
By Mad Psyshot the Cornac Psyshot level 36
53rd Pyre 123rd year of Ascendancy at 01:08 see stats
By Mad Psyshot the Cornac Psyshot level 33
80th Regrowth 123rd year of Ascendancy at 14:20 see stats
By Mad Psyshot the Cornac Psyshot level 24
33rd Haze 122nd year of Ascendancy at 03:49 see stats
By Mad Psyshot the Cornac Psyshot level 33
80th Regrowth 123rd year of Ascendancy at 14:46 see stats
By Mad Psyshot the Cornac Psyshot level 35
44th Pyre 123rd year of Ascendancy at 09:15 see stats
By Mad Psyshot the Cornac Psyshot level 10
12nd Dusk 122nd year of Ascendancy at 04:55 see stats
By Mad Psyshot the Cornac Psyshot level 20
4th Haze 122nd year of Ascendancy at 00:00 see stats
By Mad Psyshot the Cornac Psyshot level 30
24th Regrowth 123rd year of Ascendancy at 23:20 see stats
By Mad Psyshot the Cornac Psyshot level 40
8th Dusk 123rd year of Ascendancy at 19:00 see stats
By Mad Psyshot the Cornac Psyshot level 50
26th Haze 123rd year of Ascendancy at 02:10 see stats
By Mad Psyshot the Cornac Psyshot level 26
5th Decay 122nd year of Ascendancy at 12:55 see stats
By Mad Psyshot the Cornac Psyshot level 30
25th Regrowth 123rd year of Ascendancy at 21:16 see stats
By Mad Psyshot the Cornac Psyshot level 38
1st Flare 123rd year of Ascendancy at 15:13 see stats
By Mad Psyshot the Cornac Psyshot level 15
55th Dusk 122nd year of Ascendancy at 21:14 see stats
By Mad Psyshot the Cornac Psyshot level 44
38th Dusk 123rd year of Ascendancy at 11:54 see stats
By Mad Psyshot the Cornac Psyshot level 12
16th Dusk 122nd year of Ascendancy at 18:21 see stats
By Mad Psyshot the Cornac Psyshot level 31
50th Regrowth 123rd year of Ascendancy at 09:14 see stats
By Mad Psyshot the Cornac Psyshot level 50
32nd Haze 123rd year of Ascendancy at 23:23 see stats
By Mad Psyshot the Cornac Psyshot level 11
14th Dusk 122nd year of Ascendancy at 23:39 see stats
By Mad Psyshot the Cornac Psyshot level 48
3rd Haze 123rd year of Ascendancy at 14:42 see stats
By Mad Psyshot the Cornac Psyshot level 27
4th Regrowth 123rd year of Ascendancy at 02:53 see stats
By Mad Psyshot the Cornac Psyshot level 18
74th Dusk 122nd year of Ascendancy at 18:50 see stats
By Mad Psyshot the Cornac Psyshot level 50
1st Wintertide 124th year of Ascendancy at 15:42 see stats
By Mad Psyshot the Cornac Psyshot level 41
11st Dusk 123rd year of Ascendancy at 21:15 see stats
Log
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Today is the 1st Wintertide of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:51.
Layabrenor the skeleton warrior uses Mind Drones.
Mad Psyshot is no longer suffering from insomnia.
Mad Psyshot is no longer out of phase.
Layabrenor the skeleton warrior uses Metalstar.
Mad Psyshot is caught in the bloodstar.
Mad Psyshot no longer feels strong.
Talent Psyshot is ready to use.
Layabrenor the skeleton warrior receives 24 healing from Mad Psyshot.
Bloodstar from Layabrenor the skeleton warrior hits Mad Psyshot for 46 physical damage.
Saving done.
A mind drone bores into Mad Psyshot!
Mad Psyshot's cleansing fire area effect hits Mad Psyshot for 46 fire damage.
Layabrenor the skeleton warrior receives 24 healing from Mad Psyshot.
Bloodstar from Layabrenor the skeleton warrior hits Mad Psyshot for 46 physical damage.
Mad Psyshot's cleansing fire area effect hits Mad Psyshot for 46 fire damage.
Layabrenor the skeleton warrior uses Steady Shot.
Mad Psyshot is not affected anymore by the salve.
Talent Cloak Gesture is ready to use.
Layabrenor the skeleton warrior receives 24 healing from Mad Psyshot.
Bloodstar from Layabrenor the skeleton warrior hits Mad Psyshot for 46 physical damage.
Saving game...