










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official Expansion!Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.5.0Donators/Buyers bonus! Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: 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.
Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. 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. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Bladebender 1.5.6 Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sea Knight |
| Level / Exp | 48 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Betherialaith the Blightborn at level 48 on the 22nd Dearth 124th year of Ascendancy at 17:27 / 1 |
Primary Stats
| Strength | 31 (base 8) |
| Dexterity | 37 (base 22) |
| Constitution | 47 (base 20) |
| Magic | 82 (base 60) |
| Willpower | 96 (base 60) |
| Cunning | 67 (base 43) |
Resources
| Mana | 380/779 |
| Psi | 186/186 |
| Life | -248/1663 |
| Stamina | 398/398 |
| Steam | 100/100 |
| Healing Factor | 2.0657603686636 |
| Regeneration | 5.6808410138248 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 44.640527645387 |
| See Invisible | 49.640527645387 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 46 |
| Crit Chance | 21% |
| APR | 19 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 46 |
| Crit Chance | 17% |
| APR | 19 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 18% |
| Speed | 1.4285714285714 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 17% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Darkness | +43% |
| Nature | +28% |
| Lightning | +32% |
| Arcane | +37% |
| Fire | +37% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 44.416050405667 (76.629213483146%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 28 |
| Physical Save | 46 |
| Spell Save | 51 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 22%( 74%) |
| Blight | + 69%( 70%) |
| Arcane | + 18%( 74%) |
| Cold | + 69%( 80%) |
| All | + 13%( 74%) |
| Lightning | + 74%( 74%) |
| Light | + 16%( 74%) |
| Temporal | + 18%( 74%) |
| Mind | + 43%( 74%) |
| Darkness | + 68%( 74%) |
| Fire | + 24%( 74%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 80% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 31% |
| Blind Resistance | 0% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Ice | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Riptide | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Healing Waters | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / One With the Sea | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Element of Life |
| talent | Eldritch Combat |
| talent | Lacerating Strikes |
| talent | Anime Style |
| talent | Chant of Fortitude |
| talent | Drink Deep |
| talent | Eldritch Aura |
| talent | Go With The Flow |
| talent | As With The Tides |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Your strength is fading, causing you to take 206.57 damage each turn. Fading |
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 Erรบan 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haรฏb 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 | pair of voratun boots 'Tuladin' (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +7 Mag dps ---------- Spell.crit +3% Dmg.mod +18% arcane Res.pen +10% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -3% Resists +6% temporal Phys.save +10 (+3 eff.) Spell.save +4 (+2 eff.) ---------- misc Max.enc +45 Mana/turn +0.36 Max.mana +38.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Arynor the Cloudmoon1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% mind +30% lightning Mind.save +10 (+4 eff.) ---------- misc Light +3 See.Stealth +10 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Burnvile the voratun helm (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% arcane +9% fire Res.pen +15% fire Acc +25 (+8 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +10% acid +11% lightning +8% nature +11% cold +5% arcane +12% fire Spell.save +7 (+3 eff.) Max.HP +82.00 Heal.mod +25% ---------- misc Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Fogtaint' (0 def, 2 armour) 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 19 darkness 24 mind Dmg.mod +6% darkness Res.pen +20% darkness +15% fire On Hit (Melee): * 16% chance to cause random gloom * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +9% darkness Mind.save -11 (-3 eff.) ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 21.0 - 29.4 Physical Uses 8% Dex, 40% Cun, 80% Mag 0% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 darkness On Hit: 10% Reproach 3 On Hit: * 40% chance to inflict 15% damage reduction Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Duradar' (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +6 Str +5 Con dps ---------- Mind.crit +2% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Mind.pwr +4 (+1 eff.) Apr +6 ----- def ----- Heal/summ +40 ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +1 Cun +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 8 bleed Ranged+ 7 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 46 power out of 25/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | Voidvenom the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Melee+ 6 light 7 darkness Dmg.mod +18% temporal +8% light +7% darkness Melee Ret 4 darkness 4 temporal On Melee Ret: * 6% chance to inflict 15% damage reduction * 10% chance to blind ----- def ----- Armour +5 Defense +7 (+3 eff.) Resists +6% darkness Res.Cap +4% all Phys.save +15 (+5 eff.) Amulets can have magical properties. |
| In main hand | Mayyba (51.5-72.1 power, 6 apr) 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 51.5 - 72.1 Blight Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 acid On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * chills your foe dealing 27 damage and slowing them by one tenth of a turn On Crit: * splashes the target with acid While equipped: Stats +2 Wil +1 Cun +7 Con dps ---------- Dmg.mod +6% blight ----- def ----- Resists +3% blight One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Belidawyn the voratun mace (52-72.8 power, 6 apr) 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 52.0 - 72.8 Physical Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to daze at end of turn * chills your foe dealing 26 damage and slowing them by one tenth of a turn While equipped: Stats +3 Str +2 Dex +1 Mag +4 Wil +3 Cun +3 Con dps ---------- Dmg.mod +10% blight Res.pen +11% nature +10% lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% blight +6% nature +3% light +6% all Crit.dmg- 5.00% ---------- misc Telepathy Humanoid/Orc Blunt and deadly. It was corrupted by the digestive sack. |
| Cloak | Porotira (3 def, 2 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Dmg.mod +15% darkness Res.pen +16% darkness Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +15% blight +18% nature +25% darkness +30% lightning Stealth +25 HP.reg +2.50 Heal.mod +26% Poison- +15% Pinning- +10% Stun/Frz- +80% Teleport- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Moldpiety (9 def, 16 armour) 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Dex +6 Mag +17 Wil +13 Cun +6 Con dps ---------- Res.pen +20% arcane +10% nature Melee Ret 13 physical 8 light 12 arcane On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +16 Hardiness +0% Defense +9 (+4 eff.) Fatigue +26% Resists +27% blight +23% darkness Mind.save +25 (+8 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 126% / cooldown 83%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 142% / cooldown 71%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 132% / cooldown 84%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 84%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 221% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 135% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 142% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 150% / cooldown 90%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 90%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 157% / cooldown 90%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 90%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 186% / cooldown 84%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 84%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 245)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 245 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (659% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (622% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune (936% regen over 10 turns; 47 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 936% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1727% regen over 10 turns; 86 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1727% for 10 turns and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Strikelash the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +5 Wil dps ---------- Dmg.mod +30% mind Res.pen +15% lightning ----- def ----- Resists +15% mind Amulets can have magical properties. |
Bloombane the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +14 (+5 eff.) Dmg.mod +15% nature Apr +2 ----- def ----- Armour +6 Resists +3% physical Die.at -80.00 life Blind- +38% ---------- misc Infravis +5 See.Stealth +16 See.Invis +17 Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Pureworm (70.5-105.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Nature Power 70.5 - 105.8 Physical Uses 120% Mag, 12% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 darkness +28 temporal +40 nature On Hit.r1 +16 darkness On Hit: * Slows global speed by 41% While equipped: dps ---------- Dmg.mod +12% nature Res.pen +20% nature +20% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% nature Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Mag, 12% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Mag, 13% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 0% Str, 30% Cun, 70% Mag 7% Dex Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 25.01 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Heartrend (29.630392955343-44.445589433015 power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 29.6 - 44.4 Phys.bleed Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 115% Block +50 HP.leech +3% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Murderfang's Surekill4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+4 eff.) Rng.Def +12 (+6 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
Deflector (22 def, 11 armour, 49-58.8 power, 230 block)7.0 T4 shield armor [Unique] Steamtech When used to Attack: Power 49.0 - 58.8 Physical Uses 130% Mag, 13% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+11 eff.) Fatigue +8% Phys.save +20 (+6 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Gorigorn (10 def, 2 armour, 44.5-53.4 power, 134 block)7.0 T4 shield armor [Rare] Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +4.5% Block +134 On Crit.r2 +12 mind While equipped: Stats +4 Str +2 Wil +4 Cun dps ---------- Crit.mult +15.00% ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +14% physical Heal/summ +30 ---------- misc Equi/ret +0.12 Talents +4 Block Handheld deflection devices. |
enlightening drakeskin leather armour of Eyal (5 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Mind.save +19 (+7 eff.) Max.HP +78.00 HP.reg +2.80 Heal.mod +18% A suit of armour made of leather. |
hardened leather belt 'Xerymina'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Dex +4 Cun +6 Lck ----- def ----- Resists +3% lightning +8% fire +9% cold Stealth +5 Max.HP +37.00 ---------- misc T.Disarm +10 Infravis +4 See.Invis +12 A belt that goes around your waist. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 14 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Eilinemina (9 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Dex +4 Con dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +10% physical ----- def ----- Armour +9 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Die.at -80.00 life HP.reg +0.60 A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-3 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-8 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Islata (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +3 Cun dps ---------- Mind.crit +3% Mind.pwr +18 (+6 eff.) Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Light +0 A hat made of leather. Very stylish. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
32 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
44 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
48 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
37 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
30 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +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. |
278 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Broseidon, God of the Bro the Orc Sea Knight level 10
23rd Retaking 124th year of Ascendancy at 21:59 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Broseidon, God of the Bro the Orc Sea Knight level 14
31st Retaking 124th year of Ascendancy at 01:30 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Broseidon, God of the Bro the Orc Sea Knight level 48
16th Dearth 124th year of Ascendancy at 16:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Broseidon, God of the Bro the Orc Sea Knight level 31
31st Revenge 124th year of Ascendancy at 07:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Broseidon, God of the Bro the Orc Sea Knight level 10
23rd Retaking 124th year of Ascendancy at 00:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Broseidon, God of the Bro the Orc Sea Knight level 20
44th Retaking 124th year of Ascendancy at 23:23 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Broseidon, God of the Bro the Orc Sea Knight level 30
29th Revenge 124th year of Ascendancy at 22:03 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Broseidon, God of the Bro the Orc Sea Knight level 40
16th Pain 124th year of Ascendancy at 08:47 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Broseidon, God of the Bro the Orc Sea Knight level 39
5th Pain 124th year of Ascendancy at 21:07 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Broseidon, God of the Bro the Orc Sea Knight level 43
6th Dearth 124th year of Ascendancy at 10:16 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Broseidon, God of the Bro the Orc Sea Knight level 31
30th Revenge 124th year of Ascendancy at 16:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Broseidon, God of the Bro the Orc Sea Knight level 30
30th Revenge 124th year of Ascendancy at 07:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Broseidon, God of the Bro the Orc Sea Knight level 20
44th Retaking 124th year of Ascendancy at 23:38 see stats
Log
Porovea the corrupted protoplasmic controller's power flares!
Cyrarilaith the corrupted acidic digestor overcomes the gloom
Beleyathra the corrupted acidic digestor shoots!
Betherialaith the Blightborn says: 'Eldritch Surge!'
Yvyldakira the corrupted plasmic disruptor shares damage with his oozes!
Arassra the corrupted protosentient globula shares damage with his oozes!
Fading hits Betherialaith the Blightborn for 18 damage.
As With The Tides hits Broseidon, God of the Bro for 40 healing, 40 healing (0 total damage) [80 healing].
Broseidon, God of the Bro hits Porovea the corrupted protoplasmic controller for 4 temporal, 8 light, 12 physical, 4 darkness, 12 arcane (40 total damage).
Broseidon, God of the Bro hits Yvyldakira the corrupted plasmic disruptor for (3 to psi shield), 0 temporal, 4 light, (10 to psi shield), 1 physical, (3 to psi shield), 1 darkness, 6 arcane (12 total damage).
Eroding away from Broseidon, God of the Bro hits Betherialaith the Blightborn for (2 mitigated), 12 nature, (1 mitigated), 6 cold (19 total damage).
Eroding away from Broseidon, God of the Bro hits Yvyldakira the corrupted plasmic disruptor for (24 to psi shield), 3 nature, 15 cold (18 total damage).
Eroding away from Broseidon, God of the Bro hits Beleyathra the corrupted acidic digestor for 15 nature, 13 cold (27 total damage).
Eroding away from Broseidon, God of the Bro hits Salimikira the corrupted acidic digestor for (11 to psi shield), (3 resist armour), 0 nature, (14 resist armour), 0 cold (0 total damage).
Eroding away from Broseidon, God of the Bro hits Porovea the corrupted protoplasmic controller for (2 mitigated), 12 nature, (2 mitigated), 12 cold (25 total damage).
Eroding away from Broseidon, God of the Bro hits Cyrarilaith the corrupted acidic digestor for 44 nature, 42 cold (86 total damage).
Eroding away from Broseidon, God of the Bro hits Arassra the corrupted protosentient globula for 1 nature, 1 cold (2 total damage).
Porovea the corrupted protoplasmic controller hits Broseidon, God of the Bro for 275 physical damage.
Yvyldakira the corrupted plasmic disruptor's Beyond the Flesh hits Broseidon, God of the Bro for 11 physical, 29 fire, 9 lightning (49 total damage).
Salimikira the corrupted acidic digestor's Strafe hits Broseidon, God of the Bro for (238 mitigated), 0 physical, (7 mitigated), 0 darkness (0 total damage).
Salimikira the corrupted acidic digestor's Strafe hits Broseidon, God of the Bro for 242 physical, 5 cold, 7 darkness (253 total damage).
Fading hits Porovea the corrupted protoplasmic controller for 3 damage.
Porovea the corrupted protoplasmic controller uses Eldritch Surge.
Yvyldakira the corrupted plasmic disruptor casts Virulent Disease.
Arassra the corrupted protosentient globula casts Manathrust.
Betherialaith the Blightborn uses Flurry.
Betherialaith the Blightborn performs a melee critical strike against Broseidon, God of the Bro!
Broseidon, God of the Bro is crippled.
Betherialaith the Blightborn uses Astral Jaunt.
Saving game...






































































































