









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
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. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Possessor |
| Level / Exp | 41 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by fiery orc wyrmic at level 13 on the 12nd Dusk 122nd year of Ascendancy at 19:22 0 / 10Killed by giant spider at level 20 on the 48th Dusk 122nd year of Ascendancy at 14:04 Killed by Arolema the large brown snake at level 22 on the 58th Dusk 122nd year of Ascendancy at 12:43 Killed by Layykira the white ooze at level 24 on the 75th Dusk 122nd year of Ascendancy at 06:05 Killed by skeleton mage at level 26 on the 2nd Haze 122nd year of Ascendancy at 23:02 Killed by Poreleba the golem at level 30 on the 15th Haze 122nd year of Ascendancy at 14:40 Killed by Arolle the cold drake hatchling at level 31 on the 24th Haze 122nd year of Ascendancy at 04:10 Killed by Urkis, the High Tempest at level 37 on the 3rd Regrowth 123rd year of Ascendancy at 03:01 Killed by Elussra the giant eel at level 37 on the 10th Regrowth 123rd year of Ascendancy at 13:23 Killed by Urkis, the High Tempest at level 41 on the 61st Regrowth 123rd year of Ascendancy at 19:02 |
Primary Stats
| Strength | 61 (base 60) |
| Dexterity | 15.294197697269 (base 12) |
| Constitution | 52 (base 10) |
| Magic | 74 (base 38) |
| Willpower | 108 (base 60) |
| Cunning | 67 (base 25) |
Resources
| Life | -320/615 |
| Steam | 99/100 |
| Equilibrium | 0 |
| Psi | 0/572 |
| Healing Factor | 1.8537837837838 |
| Regeneration | 5.839418918919 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | -50% |
| Spell | -1.1102230246252E-14% |
| Global | +54.983873647606% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 6 |
| See Stealth | 50.25912324196 |
| See Invisible | 50.25912324196 |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 50 |
| Crit Chance | 24% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Nature | +18% |
| Blight | +24% |
| Arcane | +20% |
| Mind | +30% |
| All | +15% |
Offense: Damage Penetration
| Nature | +5% |
| Arcane | +10% |
| Physical | +17% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 69 (95.462686567164%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 26 |
| Physical Save | 56.75 |
| Spell Save | 56 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 4%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 11%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Confusion Resistance | 47% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 32% |
| Bleed Resistance | 100% |
| Disarm Resistance | 4% |
| Pinning Resistance | 14% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 14% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 371 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Undead / Ghoul | 0.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Force Shield |
| talent | Channel Pain |
| beneficial effect | All stats increased by 30. Pain Enhancement System |
| detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 26 and doing 53.89 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is in the center of a lightning hurricane, doing 66.36 to 199.07 lightning damage to itself and others around every turn. Hurricane |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-45% global speed). Solipsism |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Polukira the fox. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Salythra the giant yellow ant. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. * You've found the needed xorn fragment. 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 orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Bokirab the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +8 Fatigue: +3% Changes resistances: +6% mind Changes resistances penetration: +17% physical Physical save: +6 (+0 eff.) Stun/Freeze immunity: +10% Life regen: +2.90 Only die when reaching: -40.00 life Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Polada the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +10% arcane / +15% temporal Maximum life: +41.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
| On head | Skywisp the dwarven-steel helm (5 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +4% Changes resistances: +6% lightning / +15% fire / +6% cold / +9% mind / +5% all Physical save: +9 (+0 eff.) Pinning immunity: +15% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tarreruilar [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +9% temporal Talent cooldown: Lay Web (-2 turns) Talent granted: +4 Lay Web Disarm immunity: +5% Confusion immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gunitar the CorruptionblurPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun / +7 Wil Changes resistances: +5% arcane / +15% lightning Mental save: +8 (+2 eff.) Silence immunity: +32% Confusion immunity: +33% Knockback immunity: +15% Mana each turn: +0.27 Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Rings can have magical properties. |
| On fingers | Samahor the PhlegmreamInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +12 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes resistances: +28% acid / +6% nature Changes resistances penetration: +5% nature Changes damage: +14% acid / +3% nature Physical save: +14 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +12 (+3 eff.) Changes damage: +15% all Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 269% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
| On hands | Flamegrind (0 def, 16 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 Armour Hardiness: +8% Changes stats: +9 Con / +4 Mag Changes resistances: +7% physical Changes damage: +5% arcane / +9% blight Mental save: +8 (+2 eff.) Maximum life: +50.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Voryldanor' (5 def, 21 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Defense: +5 (+3 eff.) Fatigue: +19% Damage when hit (Melee): 12 arcane Changes stats: +6 Cun / +4 Wil Changes resistances: +17% fire Physical save: +7 (+0 eff.) Mental save: +15 (+3 eff.) Healing mod.: +15% A suit of armour made of metal plates. |
| Cloak | Hathyrorath (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +15% mind Physical save: +6 (+0 eff.) Mental save: +13 (+3 eff.) Psi when hit: +0.12 Only die when reaching: -50.00 life Maximum life: +20.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +15 (+5 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
medical injector implant of the wizard (efficiency 190% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 190% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (791% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 791% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (554% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 554% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 382 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 47; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 5 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 562 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 562 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet 'Dagedir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Cun Changes resistances: +19% lightning Talent masteries: +0.21 Cunning / Survival +0.21 Psionic / Deep horror Blindness immunity: +26% Stun/Freeze immunity: +30% Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Olerand the ShadewinnowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +6% nature / +9% light Changes damage: +6% darkness Spell save: +18 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Blindness immunity: +30% Infravision radius: +4 See stealth: +9 See invisible: +13 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Urudas (67.5-101.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness Burst (radius 2) on crit: +30 ice / +21 fire Damage against: +27% Living When wielded/worn: Armour: +20 Changes stats: +6 Dex / +2 Mag Changes resistances: +9% cold Changes resistances penetration: +21% fire / +14% cold Grants telepathy: Demon/Minor Demon/Major Only die when reaching: -20.00 life Global speed: +4% Massive two-handed mauls. |
stralite greatsword 'Urthivor' (64-102.4 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +14 (+5 eff.) Physical power: +4 (+1 eff.) Armour: +4 Defense: +14 (+7 eff.) Changes stats: +5 Str / +6 Dex / +3 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +3% mind Changes resistances penetration: +17% lightning Disarm immunity: +47% Massive two-handed swords. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Infernostoker (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +27 cold / +14 light Damage against: +17% Undead When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Changes resistances: +9% fire Changes damage: +9% fire Sharp, long, and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 61 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Polivena (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Armour: +8 Damage when hit (Melee): 16 ice Changes stats: +3 Con Changes resistances: +6% blight / +11% cold Changes resistances penetration: +11% cold Changes damage: +10% cold / +6% nature / +18% arcane Disease immunity: +21% Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oakclash the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 20% Damage (Ranged): +9 fire Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% nature / +25% physical Changes damage: +19% fire Damage Shield penetration: +69% Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+7 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Tarrodolach the stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Dex Changes damage: +27% acid Mental save: +12 (+3 eff.) Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of powerRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +1 Str Changes resistances penetration: +8% physical Changes damage: +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
glacial voratun steamsaw (40-60 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 Burst (radius 2) on crit: +23 ice Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances penetration: +9% cold Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Emariassra' (40-60 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 Damage Shield penetration (this weapon only): +40% Damage (Melee): +60 insidious poison Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +4 Str Talent granted: +3 Block Disease immunity: +20% Pinning immunity: +15% Stamina each turn: +1.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Ulenarikor (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease * 30% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +13 blight / +15 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +3% mind Spell save: +3 (+0 eff.) Disease immunity: +16% Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spell crit. chance: +2% One-handed war axes. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+1 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level.Berydan the Heatoblivion (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +9 Cun / +7 Con Changes resistances: +6% acid / +3% nature / +5% arcane Changes resistances penetration: +25% fire Physical save: +46 (+3 eff.) Mental save: +29 (+7 eff.) Infravision radius: +3 A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 19.76 to 59.28 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level.Nerigamina (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +20% blight / +21% cold / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +15% blight A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.cured leather armour 'Flowerterror' (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes stats: +5 Dex / +5 Wil / +5 Cun Changes resistances: +18% temporal / +16% darkness / +20% nature See invisible: +9 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
voratun shield 'Olechik' (12 def, 3 armour, 209 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes resistances: +23% lightning Maximum wards: +7 lightning / +7 temporal / +7 blight / +8 fire / +10 cold Changes resistances penetration: +15% arcane Changes damage: +6% arcane Talents granted: +5 Block +2 Ward Spellpower: +6 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
quiver of dragonbone arrows 'Smearoath' (24/24, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +4 nature Burst (radius 2) on crit: +16 nature Arrows are used with bows to pierce your foes to death. |
131 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Mirewrack' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 16 nature / 4 darkness Changes stats: +2 Cun / +1 Str Changes resistances: +15% nature / +6% darkness Changes damage: +3% darkness Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lightlash (22/22, 22.5-27 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +2 Crit. chance: +10.5% Capacity: 22 On weapon hit: * 20% chance to blind * 40% chance to disease On weapon crit: * cripple the target Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Eilinirayara the Sunpower (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +84 insidious poison Burst (radius 1) on hit: +8 mind Damage against: +27% Unnatural When wielded/worn: Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+1 eff.) Mental crit. chance: +4% Massive two-handed swords. |
Achievements
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By Casseopia the Ghoul Possessor level 38
27th Regrowth 123rd year of Ascendancy at 20:59 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Casseopia the Cornac Possessor level 10
7th Dusk 122nd year of Ascendancy at 15:56 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Casseopia the Cornac Possessor level 27
5th Haze 122nd year of Ascendancy at 21:45 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Casseopia the Ghoul Possessor level 39
58th Regrowth 123rd year of Ascendancy at 13:30 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Casseopia the Cornac Possessor level 10
5th Flare 122nd year of Ascendancy at 12:20 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Casseopia the Cornac Possessor level 20
39th Dusk 122nd year of Ascendancy at 19:08 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Casseopia the Cornac Possessor level 30
11st Haze 122nd year of Ascendancy at 08:46 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Casseopia the Ghoul Possessor level 40
58th Regrowth 123rd year of Ascendancy at 13:43 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Casseopia the Cornac Possessor level 29
11st Haze 122nd year of Ascendancy at 05:14 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Casseopia the Cornac Possessor level 25
2nd Haze 122nd year of Ascendancy at 03:35 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Casseopia the Cornac Possessor level 4
1st Flare 122nd year of Ascendancy at 15:25 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Casseopia the Cornac Possessor level 10
6th Flare 122nd year of Ascendancy at 13:31 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Casseopia the Ghoul Possessor level 39
40th Regrowth 123rd year of Ascendancy at 02:30 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Casseopia the Cornac Possessor level 23
63rd Dusk 122nd year of Ascendancy at 20:57 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Casseopia the Cornac Possessor level 27
6th Haze 122nd year of Ascendancy at 00:13 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Casseopia the Cornac Possessor level 26
5th Haze 122nd year of Ascendancy at 02:52 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Casseopia the Cornac Possessor level 20
48th Dusk 122nd year of Ascendancy at 10:31 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Casseopia the Cornac Possessor level 31
24th Haze 122nd year of Ascendancy at 04:11 see stats
Log
Casseopia is stunned!
Casseopia uses Retch.
Casseopia VOMITS on the ground!
Casseopia channels pain!
Casseopia's mind surges with critical power!
Casseopia revels in the pain.
Casseopia resists the knockback!
Casseopia is dazed!
Casseopia mentally dismisses some damage!
Isatta the umber hulk's Pulse Detonator hits Casseopia for (20 dismissed), 10 physical (10 total damage).
Casseopia receives 19 healing (25 psi heal) from Casseopia's purging blight area effect.
Casseopia is not dazed anymore.
Casseopia is no longer empowered.
Casseopia converts some damage to Psi!
Casseopia mentally dismisses some damage!
Hurricane from Urkis, the High Tempest hits Casseopia for 12 to psi, 194 lightning (206 total damage).
Decrepitude Disease from Aerimitta the storm drake hatchling hits Casseopia for (25 dismissed), 8 to psi, 11 blight (19 total damage).
Casseopia receives 19 healing (25 psi heal) from Casseopia's purging blight area effect.
Casseopia converts some damage to Psi!
Hurricane from Urkis, the High Tempest hits Casseopia for 7 to psi, 222 lightning (230 total damage).
Decrepitude Disease from Aerimitta the storm drake hatchling hits Casseopia for 16 to psi, 22 blight (39 total damage).
Casseopia receives 19 healing (25 psi heal) from Casseopia's purging blight area effect.
Talent Rune: Teleportation is ready to use.
Casseopia converts some damage to Psi!
Casseopia mentally dismisses some damage!
Hurricane from Urkis, the High Tempest hits Casseopia for 12 to psi, 148 lightning (160 total damage).
Decrepitude Disease from Aerimitta the storm drake hatchling hits Casseopia for (25 dismissed), 8 to psi, 11 blight (19 total damage).
Casseopia receives 19 healing (25 psi heal) from Casseopia's purging blight area effect.
Saving game...





























































































