
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 40 / 96% |
Size | big |
Lifes / Deaths | Killed by Aruma the multi-hued drake hatchling at level 40 on the 19th Haze 123rd year of Ascendancy at 21:31 / 1 |
Primary Stats
Strength | 89 (base 60) |
Dexterity | 14 (base 10) |
Constitution | 64 (base 31) |
Magic | 70 (base 60) |
Willpower | 30 (base 10) |
Cunning | 36 (base 21) |
Resources
Life | -267/1340 |
Insanity | 39/100 |
Steam | 100/100 |
Healing Factor | 1.6461538461537 |
Regeneration | 10.946923076922 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +94.117647058824% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 31.455399245571 |
See Invisible | 38.455399245571 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 194 |
Accuracy | 28 |
Crit Chance | 19% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Light | +6% |
Blight | +15% |
Physical | +10% |
Nature | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +26% |
Physical | +10% |
Blight | +15% |
Arcane | +10% |
Mind | +19% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 46.551211628464 (80.117647058824%) |
Defense | 19 |
Ranged Defense | 21 |
Fatigue | 27 |
Physical Save | 57 |
Spell Save | 45 |
Mental Save | 49 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 49%( 70%) |
All | + 19%( 70%) |
Lightning | + 43%( 70%) |
Light | + 21%( 70%) |
Mind | + 24%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 44%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 68% |
Bleed Resistance | 50% |
Confusion Resistance | 53% |
Stun Resistance | 100% |
Pinning Resistance | 40% |
Poison Resistance | 63% |
Disarm Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 673 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 833% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
detrimental effect | The target is on fire, taking 11.27 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned and sick, doing 42.77 nature damage per turn. All damage it does is reduced by 22%. Numbing Poison |
detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is recovering 46 life each turn. Recovery |
beneficial effect | 2 pustules increasing resistance by 4%. Putrescent Pustule |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 17% and slowing it by -6% Overwhelming Fear |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 lost tinker from death by carrion worm mass. Escort: lost tinker (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by giant green ant. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Gabrethra the giant fire ant. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 398. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed faerlhing fang. * You've found the needed storm wyrm claw. 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 ice ant stinger. * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
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 |
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 | ![]() 3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +1% physical Phys.save +19 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +23 (+8 eff.) Silence- +32% Confus- +28% Stun/Frz- +29% ---------- misc Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% acid +2% physical +8% darkness +17% blight +9% fire Silence- +15% Pinning- +20% ---------- misc Light +3 Infravis +3 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 18 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +10 Str +4 Mag +5 Wil +3 Cun +2 Con dps ---------- Phys.crit +7.0% Mind.crit +8% Res.pen +10% arcane Acc +6 (+2 eff.) ---------- misc Mana/turn +0.12 Max.vim +20.00 Light +1 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str +10 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +6% light Melee Ret 4 temporal ----- def ----- Resists +7% blight +7% nature +3% light Poison- +13% Disease- +12% ---------- misc Light +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Crit.mult +5.00% Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+4 eff.) Res.pen +5% blight ----- def ----- Resists +3% darkness Silence- +21% ---------- misc Mana/turn +0.14 Max.vim +20.00 Rings can have magical properties. |
Around waist | ![]() 1.0 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 main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 51.0 - 76.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 acid +9 cold On Hit: * 20% chance to torment the target * injects a simple virus dealing 59 blight damage on hit and lowering the victims highest stat On Crit: * splashes the target with acid While equipped: Stats +3 Con dps ---------- Res.pen +19% mind +13% darkness ----- def ----- Fatigue -8% ---------- misc Telepathy Dragon Massive two-handed mauls. |
On hands | ![]() 1.5 T3 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil +7 Con dps ---------- Melee+ 4 arcane ----- def ----- Armour +12 Hardiness +6% Resists +4% arcane +6% physical Disperse Magic: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor [Rare] Psionic While equipped: Stats +5 Dex +3 Cun +3 Con ----- def ----- Armour +16 Defense +13 (+7 eff.) Fatigue +24% Resists +5% arcane +6% darkness Mind.save +15 (+5 eff.) Die.at -80.00 life HP.reg +6.40 Poison- +50% Disease- +50% Cut- +50% Confus- +15% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness +15% nature Res.pen +10% physical +13% darkness +15% nature ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +30% lightning Phys.save +29 (+8 eff.) Stealth +10 Die.at -80.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% blight Phasing +20% ----- def ----- Resists +17% cold +22% fire +6% mind +5% arcane Disarm- +20% Pinning- +20% Stun/Frz- +30% Amulets can have magical properties. |
Inventory
![]() 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 205% efficiency and cooldown mod of 96%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 159% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 251 and cleanse 1 wound and 1 poison effect. 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 |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 650% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 Cunning 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 |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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 Strength 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 |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. Its effects scale with your Cunning 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 |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 166.57 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 15.42 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +15% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +8 Fatigue -5% Resists +6% lightning +3% fire Die.at -80.00 life HP.reg +0.50 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +22% ---------- misc Masteries +0.11 Demented/Disfigured face Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +16 (+6 eff.) Dmg.mod +15% light ----- def ----- Resists +9% light Silence- +28% ---------- misc Mana/turn +0.24 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings can have magical properties. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 83.5 - 125.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 temporal +16 nature +4 arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +10% acid Melee Ret 8 acid ----- def ----- Resists +15% acid Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Psionic Power 50.5 - 75.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Phasing +40% On Hit: * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +18% acid +12% physical Res.pen +19% mind +13% darkness Acc +18 (+7 eff.) ----- def ----- Die.at -60.00 life Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 38.0 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +11 mind On Hit.r1 +7 fire +4 mind +8 temporal On Hit: * 20% chance to cause random gloom While equipped: Stats +2 Cun +5 Wil dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +22 insidious poison +4 fire On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: dps ---------- Phys.crit +14.0% Crit.mult +14.00% Phys.pwr +10 (+1 eff.) Dmg.mod +3% fire Apr +8 Melee Ret 12 light ----- def ----- Resists +9% fire One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Resists +18% lightning Stealth +6 Poison- +10% Silence- +10% Stun/Frz- +10% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +5 Dex +7 Mag +6 Con dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% darkness ----- def ----- Armour +4 Fatigue +3% ---------- misc See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil +22 Con dps ---------- Melee+ 6 acid 8 fire 8 lightning 6 cold Dmg.mod +3% mind Res.pen +10% nature Melee Ret 4 nature ----- def ----- Armour +27 Hardiness +22% Resists +17% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: Stats +9 Cun +11 Con dps ---------- Mind.pwr +18 (+7 eff.) Dmg.mod +15% nature ----- def ----- Armour +13 Hardiness +11% Resists +9% physical ---------- misc Psi/ret +0.12 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% lightning +4% fire ----- def ----- Armour +1 Resists +3% lightning +6% fire +3% nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +2 (+0 eff.) S.pwr/crit +2 Melee+ 5 blight Dmg.mod +13% blight ----- def ----- Armour +1 Resists +6% blight +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 14 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +13 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +4 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +10 Res.pen +15% arcane ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex +3 Cun +2 Con dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +6% blight +3% fire ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 55 power out of 21/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +12% fire Res.pen +10% darkness Melee Ret 8 fire ----- def ----- Resists +15% fire ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 8 acid ----- def ----- Fatigue -4% Resists +9% acid ---------- misc Light +8 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 138 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By end me tentacle men the Ogre Writhing One level 36
75th Dusk 123rd year of Ascendancy at 10:46 see stats
By end me tentacle men the Ogre Writhing One level 29
3rd Dusk 123rd year of Ascendancy at 12:54 see stats
By end me tentacle men the Ogre Writhing One level 36
60th Dusk 123rd year of Ascendancy at 23:56 see stats
By end me tentacle men the Ogre Writhing One level 40
17th Haze 123rd year of Ascendancy at 07:36 see stats
By end me tentacle men the Ogre Writhing One level 23
28th Haze 122nd year of Ascendancy at 02:41 see stats
By end me tentacle men the Ogre Writhing One level 7
8th Mirth 122nd year of Ascendancy at 20:34 see stats
By end me tentacle men the Ogre Writhing One level 38
12nd Haze 123rd year of Ascendancy at 22:11 see stats
By end me tentacle men the Ogre Writhing One level 31
24th Dusk 123rd year of Ascendancy at 23:06 see stats
By end me tentacle men the Ogre Writhing One level 21
17th Haze 122nd year of Ascendancy at 22:12 see stats
By end me tentacle men the Ogre Writhing One level 27
3rd Summertide 123rd year of Ascendancy at 19:51 see stats
By end me tentacle men the Ogre Writhing One level 29
3rd Dusk 123rd year of Ascendancy at 08:41 see stats
By end me tentacle men the Ogre Writhing One level 10
6th Flare 122nd year of Ascendancy at 20:47 see stats
By end me tentacle men the Ogre Writhing One level 20
11st Haze 122nd year of Ascendancy at 09:22 see stats
By end me tentacle men the Ogre Writhing One level 30
17th Dusk 123rd year of Ascendancy at 02:24 see stats
By end me tentacle men the Ogre Writhing One level 40
14th Haze 123rd year of Ascendancy at 14:41 see stats
By end me tentacle men the Ogre Writhing One level 25
79th Regrowth 123rd year of Ascendancy at 05:05 see stats
By end me tentacle men the Ogre Writhing One level 25
50th Pyre 123rd year of Ascendancy at 08:09 see stats
By end me tentacle men the Ogre Writhing One level 39
13rd Haze 123rd year of Ascendancy at 06:12 see stats
By end me tentacle men the Ogre Writhing One level 8
1st Flare 122nd year of Ascendancy at 13:57 see stats
By end me tentacle men the Ogre Writhing One level 29
3rd Dusk 123rd year of Ascendancy at 12:54 see stats
By end me tentacle men the Ogre Writhing One level 27
2nd Summertide 123rd year of Ascendancy at 00:56 see stats
By end me tentacle men the Ogre Writhing One level 20
15th Haze 122nd year of Ascendancy at 00:26 see stats
By end me tentacle men the Ogre Writhing One level 22
26th Haze 122nd year of Ascendancy at 05:50 see stats
By end me tentacle men the Ogre Writhing One level 16
68th Dusk 122nd year of Ascendancy at 21:14 see stats
By end me tentacle men the Ogre Writhing One level 35
59th Dusk 123rd year of Ascendancy at 19:20 see stats
By end me tentacle men the Ogre Writhing One level 29
16th Dusk 123rd year of Ascendancy at 15:54 see stats
Log
End me tentacle men resists the searing flame!
Ungolmor resists the searing flame!
Lisudassra the dredgling steals life from end me tentacle men!
end me tentacle men hits Lisudassra the dredgling for 72 healing, 7 healing, 7 healing, 4 healing, 4 healing, 2 temporal, 4 healing, 77 healing, 7 healing, 7 healing, 4 healing, 4 healing, 2 temporal, 4 healing (4 total damage) [201 healing].
Aruma the multi-hued drake hatchling's Intuitive Shots hits end me tentacle men for 90 physical, 14 acid (104 total damage).
Venomous Ammunition hits end me tentacle men for 26 nature damage.
Lisudassra the dredgling hits end me tentacle men for 52 healing, 164 physical, 5 healing, 16 acid, 5 healing, 15 arcane, 3 healing, 9 acid, 3 healing, 9 fire, 3 healing, 10 fire, 56 healing, 177 physical, 5 healing, 16 acid, 5 healing, 15 arcane, 3 healing, 9 acid, 3 healing, 9 fire, 3 healing, 10 fire (459 total damage) [146 healing].
End me tentacle men's armour is more intact.
end me tentacle men receives 76 healing.
Numbing Poison from Aruma the multi-hued drake hatchling hits end me tentacle men for 26 nature damage.
Burning from Lisudassra the dredgling hits end me tentacle men for 2 healing, 6 fire (6 total damage) [2 healing].
Weaver patriarch casts Swap.
Lisudassra the dredgling resists the swap!
Aruma the multi-hued drake hatchling repels an attack from Ungolmor.
Ungolmor is poisoned!
Ungolmor loses sight!
Ungolmor has been illuminated.
Aruma the multi-hued drake hatchling's Intuitive Shots hits Ungolmor for 106 physical, 18 acid (124 total damage).
Venomous Ammunition hits Ungolmor for 34 nature damage.
Aruma the multi-hued drake hatchling uses Headshot.
Islomira the spitting spider casts Shed Skin.
A shield forms around Islomira the spitting spider.
Islomira the spitting spider performs a melee critical strike against Weaver patriarch!
end me tentacle men hits Islomira the spitting spider for (1 absorbed), 0 temporal (0 total damage).
Islomira the spitting spider hits end me tentacle men for 2 fire, 1 healing, 3 darkness (5 total damage) [1 healing].
Islomira the spitting spider hits Weaver patriarch for 62 physical, 3 fire, 19 darkness (83 total damage).
Islomira the spitting spider hits Aruma the multi-hued drake hatchling for 3 fire damage.
Islomira the spitting spider hits Lisudassra the dredgling for 3 fire damage.
Numbing Poison from Aruma the multi-hued drake hatchling hits Ungolmor for 34 nature damage.
Saving game...