









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
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. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 30 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 26 on the 32nd Regrowth 123rd year of Ascendancy at 15:34 0 / 7Killed by Xawe the giant blue ant at level 29 on the 55th Regrowth 123rd year of Ascendancy at 06:11 Killed by orc high pyromancer at level 29 on the 55th Regrowth 123rd year of Ascendancy at 07:11 Killed by orc high pyromancer at level 29 on the 55th Regrowth 123rd year of Ascendancy at 08:32 Killed by Celia at level 29 on the 68th Regrowth 123rd year of Ascendancy at 12:23 Killed by Porewyn the brown bear at level 30 on the 8th Pyre 123rd year of Ascendancy at 17:19 Killed by ritch flamespitter at level 30 on the 8th Pyre 123rd year of Ascendancy at 18:47 |
Primary Stats
| Strength | 47 (base 13) |
| Dexterity | 94 (base 60) |
| Constitution | 55 (base 12) |
| Magic | 17 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 76 (base 57) |
Resources
| Life | -182/772 |
| Stamina | 130/227 |
| Steam | 100/100 |
| Healing Factor | 1.4049358927269 |
| Regeneration | 7.2354198475437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 40.174866052011 |
| See Invisible | 40.174866052011 |
Offense: Barehand
| Damage | 105 |
| Accuracy | 56 |
| Crit Chance | 42% |
| APR | 25 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Physical | +18% |
| Blight | +11% |
| Arcane | +9% |
| Mind | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (35.65183292883%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 3 |
| Physical Save | 47 |
| Spell Save | 37 |
| Mental Save | 45 |
Defense: Resistances
| Lightning | + 40%( 70%) |
| Light | + 61%( 70%) |
| Temporal | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 23%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Knockback Resistance | 40% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 504 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * You've found the needed minotaur nose. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 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 |
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 | Daimunik (12 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Changes stats: +18 Lck / +13 Dex Changes resistances: +9% mind Changes damage: +12% mind / +9% arcane Stealth bonus: +16 Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% A pair of boots made of leather. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 105% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Silence immunity: +0% Light radius: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
| On fingers | Glorimira the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +3% temporal Physical save: +6 (+2 eff.) Spell save: +12 (+5 eff.) Blindness immunity: +10% Knockback immunity: +20% Only die when reaching: -60.00 life Spellpower: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| Around neck | wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
| Main armor | rejuvenating hardened leather armour of Toknor (9 def, 26 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +26 Defense: +9 (+2 eff.) Fatigue: +9% Damage when hit (Melee): 50 physical Critical mult.: +12.00% Life regen: +2.90 Stamina each turn: +0.50 A suit of armour made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Demonwar (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% * 20% chance to reduce strength, dexterity, and constitution by 14 Damage when hit (Melee): 2 blight Changes stats: +1 Str / +2 Con Changes resistances: +30% lightning Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | UleblekInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Dex / +3 Mag / +4 Wil / +8 Cun / +3 Con / +7 Lck Changes resistances: +5% arcane Changes damage: +6% blight Trap disarming bonus: +12 Stealth bonus: +7 Physical save: +13 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +23 (+7 eff.) Spell crit. chance: +3% Mindpower: +3 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
Inventory
medical injector implant of the duelist (efficiency 158% / cooldown 58%)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 158% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the titan (die at -423; dur 6; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -423 life. The duration and life will increase by 1% for every 1% life you have lost (currently 946 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 nature talent. |
regeneration infusion of the warrior (heal 317; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 317 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 254.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.copper amulet 'Glarespire' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 6 mind Changes stats: +3 Str Changes resistances: +9% acid / +3% light Changes damage: +12% acid / +12% light / +9% mind Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Aeritha the Sunpassion Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun / +1 Dex Changes resistances: +3% blight / +9% fire / +3% cold Changes resistances penetration: +25% light Silence immunity: +20% Confusion immunity: +20% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Yvodhewen the voratun amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Wil Changes resistances: +9% blight / +3% temporal / +5% physical Changes damage: +9% physical Silence immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +3 See invisible: +3 Combat speed: +10% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.steel ring 'Chaluldir' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +15 (+5 eff.) Armour: +4 Fatigue: -7% Changes stats: +2 Dex / +1 Con Changes resistances: +2% physical Maximum encumbrance: +26 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.cruel elven-wood vilestaff of fate (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +5 (+1 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Betolenne the Phlegmfoe (30-36 power, 6 apr, cold element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+3 eff.) Changes resistances: +6% nature Changes resistances penetration: +15% mind Changes damage: +24% mind / +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 59.61 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Serpentbrace (72-108 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Wil / +6 Con Changes resistances: +12% nature See invisible: +6 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel greatmaul (42-64 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 24 Damage (Melee): +14 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed mauls. |
Hazeglamour the dwarven-steel waraxe (20-27 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 51% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 nature When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 cold Changes resistances: +3% nature / +3% temporal / +3% darkness / +5% arcane One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Rainblow the stralite dagger (30-40 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +12 cold When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 4 light Changes resistances: +18% blight / +1% physical / +15% darkness Physical save: +9 (+3 eff.) Disarm immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Furnacebreeze' (38-49 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 51% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 4 acid Changes resistances: +12% fire / +3% light / +9% temporal Changes resistances penetration: +20% acid / +25% fire Disarm immunity: +39% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Giluyaldir Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce all saves and defense by 24 When wielded/worn: Changes stats: +5 Dex / +15 Wil / +17 Con Changes resistances: +6% mind Critical mult.: +10.00% Equilibrium when hit: +0.24 Maximum life: +45.00 Mindpower: +10 (+4 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Bethaldavea the Splendourdare Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +9 nature / +16 lightning Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +16 lightning Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +8% nature / +25% light Light radius: +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Glowrace Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +5 Str / +4 Dex / +6 Wil Changes resistances: +6% light Changes damage: +9% light Light radius: +2 Infravision radius: +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
cured leather armour 'Chamerin' (16 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Armour Hardiness: +0% Defense: +16 (+4 eff.) Fatigue: +7% Damage when hit (Melee): 0 physical Changes stats: +6 Str / +3 Con Changes resistances: +17% acid / +6% physical / +12% darkness Changes damage: +6% physical Physical save: +9 (+3 eff.) Maximum life: +29.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Abysswedge (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 2 fire Changes stats: +2 Cun Changes resistances: +12% light / +17% cold Critical mult.: +20.00% Equilibrium when hit: +0.16 Mental crit. chance: +4% A suit of armour made of mail. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.Hazebraze (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+9 eff.) Armour: +14 Defense: +10 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 cold Changes stats: +7 Dex Changes resistances: +10% lightning / +8% temporal Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Floepulverizer the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +5% arcane Changes damage: +18% nature / +21% cold Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.miner's hardened leather hat (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Infravision radius: +3 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.voratun helm 'Cloudstar' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 cold Changes damage: +6% lightning Physical save: +24 (+8 eff.) Spell save: +9 (+4 eff.) Blindness immunity: +20% Cut immunity: +20% Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 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. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level.Yvuvena (dig speed 13 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +2 Wil Changes resistances: +6% light Life regen: +4.00 Hate when firing a critical mind attack: +5.00 Maximum life: +33.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
ash totem of stinging 'Layissra' [power 260] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +3% acid / +15% arcane It can be used to sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 16 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Steven After Not Surviving the Cornac Brawler level 14
47th Haze 122nd year of Ascendancy at 12:50 see stats
Exterminator
Killed 1000 creatures.By Steven After Not Surviving the Cornac Brawler level 19
76th Haze 122nd year of Ascendancy at 00:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Steven After Not Surviving the Cornac Brawler level 25
20th Regrowth 123rd year of Ascendancy at 03:57 see stats
Fear me not!
Survived the Fearscape!By Steven After Not Surviving the Cornac Brawler level 26
32nd Regrowth 123rd year of Ascendancy at 16:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steven After Not Surviving the Cornac Brawler level 28
51st Regrowth 123rd year of Ascendancy at 08:32 see stats
Level 10
Got a character to level 10.By Steven After Not Surviving the Cornac Brawler level 10
2nd Summertide 122nd year of Ascendancy at 20:09 see stats
Level 20
Got a character to level 20.By Steven After Not Surviving the Cornac Brawler level 20
78th Haze 122nd year of Ascendancy at 01:20 see stats
Level 30
Got a character to level 30.By Steven After Not Surviving the Cornac Brawler level 30
8th Pyre 123rd year of Ascendancy at 08:59 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Steven After Not Surviving the Cornac Brawler level 20
7th Decay 122nd year of Ascendancy at 06:24 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Steven After Not Surviving the Cornac Brawler level 26
25th Regrowth 123rd year of Ascendancy at 12:20 see stats
Size matters
Did over 600 damage in one attack.By Steven After Not Surviving the Cornac Brawler level 29
3rd Pyre 123rd year of Ascendancy at 07:48 see stats
That was close
Killed your target while having only 1 life left.By Steven After Not Surviving the Cornac Brawler level 25
23rd Regrowth 123rd year of Ascendancy at 01:25 see stats
The Arena
Unlocked Arena mode.By Steven After Not Surviving the Cornac Brawler level 10
3rd Summertide 122nd year of Ascendancy at 20:06 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Steven After Not Surviving the Cornac Brawler level 22
8th Allure 123rd year of Ascendancy at 16:47 see stats
The secret city
Discovered the truth about mages.By Steven After Not Surviving the Cornac Brawler level 6
1st Mirth 122nd year of Ascendancy at 15:22 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Steven After Not Surviving the Cornac Brawler level 22
8th Allure 123rd year of Ascendancy at 05:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Steven After Not Surviving the Cornac Brawler level 17
62nd Haze 122nd year of Ascendancy at 17:57 see stats
Log
Turtle misses Steven After Not Surviving.
Steven After Not Surviving throws Turtle to the ground!
Giant spider hits Steven After Not Surviving for (20 flat reduction), 11 nature, 6 healing (11 total damage) [6 healing].
Melee retaliation hits Giant spider for 2 blight, 11 blight, 57 physical (70 total damage).
Steven After Not Surviving hits Ritch flamespitter for 18 light, 18 light (37 total damage).
Steven After Not Surviving hits Turtle for 76 physical, 68 physical, 7 light, 7 light (157 total damage).
Steven After Not Surviving performs a melee critical strike against Giant spider!
Steven After Not Surviving hits Giant spider for 140 physical damage.
Ritch flamespitter spits flames!
Steven After Not Surviving killed Giant spider!
Poison from Porewyn the brown bear hits Steven After Not Surviving for (20 flat reduction), 58 nature (58 total damage).
Ritch flamespitter hits Steven After Not Surviving for (20 flat reduction), 68 fire (68 total damage).
Turtle misses Steven After Not Surviving.
Steven After Not Surviving unleashes a flurry of disrupting kicks.
Steven After Not Surviving performs a melee critical strike against War bear!
War bear is weakened by the darkness!
You collect a new ingredient: bear paw (1).
Steven After Not Surviving performs a melee critical strike against War bear!
Steven After Not Surviving performs a melee critical strike against War bear!
Steven After Not Surviving performs a melee critical strike against War bear!
Steven After Not Surviving performs a melee critical strike against War bear!
Steven After Not Surviving hits War bear for 106 physical, 266 physical, 18 light, 18 light, 112 physical, 18 light, 132 physical (671 total damage).
Steven After Not Surviving killed War bear!
Talent Double Strike is ready to use.
Ritch flamespitter spits flames!
Poison from Porewyn the brown bear hits Steven After Not Surviving for (20 flat reduction), 58 nature (58 total damage).
Ritch flamespitter hits Steven After Not Surviving for (20 flat reduction), 68 fire (68 total damage).
Steven After Not Surviving the level 30 cornac brawler was scorched to death by a ritch flamespitter on level 2 of Bearscape.






























































































































