










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Adventurer |
| Level / Exp | 22 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by cold drake hatchling at level 8 on the 74th Haze 122nd year of Ascendancy at 08:49 0 / 6Killed by Xanayata the venom drake hatchling at level 12 on the 11st Regrowth 123rd year of Ascendancy at 03:31 Killed by elven tempest at level 18 on the 41st Regrowth 123rd year of Ascendancy at 11:43 Killed by Layonor the copperhead snake at level 20 on the 65th Regrowth 123rd year of Ascendancy at 07:00 Killed by Xeredhetira the thief at level 21 on the 29th Pyre 123rd year of Ascendancy at 09:11 Killed by thief at level 22 on the 53rd Pyre 123rd year of Ascendancy at 12:33 |
Primary Stats
| Strength | 33 (base 15) |
| Dexterity | 13 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 44 (base 28) |
| Willpower | 55 (base 45) |
| Cunning | 41 (base 26) |
Resources
| Insanity | 8/100 |
| Equilibrium | 83 |
| Vim | 88/184 |
| Life | -78/557 |
| Stamina | 267/276 |
| Psi | 27/115 |
| Healing Factor | 0 |
| Regeneration | 0 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 45 |
| Crit Chance | 25% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +11% |
| Darkness | +3% |
| Blight | +3% |
| Physical | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +17% |
Defense: Base
| Armour (hardiness) | 56.051211628464 (43.636363636364%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Lightning | + 32%( 70%) |
| Darkness | + 34%( 70%) |
| Cold | + 47%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 32%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 10% |
| Poison Resistance | 20% |
| Blind Resistance | 30% |
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 120 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Friend of the worm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Nightmare | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Augmentation |
| talent | Abyssal Shield |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Kinetic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | Huge cut that bleeds, doing 50.20 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | The target is out of phase with reality, increasing defense by 18, resist all by 18%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 16.50 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target's has a cursed wound, reducing healing by 60%. Cursed Wound |
| beneficial effect | This unit will not die until it has less than -73 HP. Surge of Power |
| detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 18.51 nature damage per turn. Deadly Poison |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost tinker from death by Saloseminne the war bear. Escort: lost tinker (level 2 of Scintillating Caves) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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: * You've found the needed vial of wight ectoplasm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Duvedur the steel greatmaul (132% power, 9 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 Power: 133% Range: 1.5x Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 68 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +16% Damage (Melee): +4 arcane When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +6% cold Changes resistances penetration: +7% lightning Changes damage: +7% lightning Blindness immunity: +10% Silence immunity: +20% Massive two-handed mauls. |
| Light source | ZubalrataInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Disarm immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% Light radius: +3 See stealth: +6 See invisible: +6 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 | Phoenixobsidian (5 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun Changes resistances: +4% all Changes damage: +9% fire Physical save: +8 (+4 eff.) Equilibrium when hit: +0.12 Mindpower: +20 (+7 eff.) Mental crit. chance: +1% A hat made of leather. Very stylish. |
| On feet | pair of iron boots 'Ivatira' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Reduces incoming crit damage: 15.00% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Vim when firing critical spell: +1.00 Maximum vim: +10.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | soothing yew wand of shielding [power 266] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's copper ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 11 light Changes stats: +3 Mag / +5 Wil / +5 Cun Changes damage: +11% light Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Stun/Freeze immunity: +35% Life regen: +1.00 Rings can have magical properties. |
| Around neck | Isyra the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +3% lightning / +3% cold / +6% darkness Maximum life: +40.00 Amulets can have magical properties. |
| In main hand | elemental iron greatmaul of rage (118% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 68 lightning damage (1/turn) When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +9% physical Massive two-handed mauls. |
| On hands | alchemist's rough leather gloves of archery (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 cold / 4 lightning Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 1). Damage (Melee): +5 ice / +5 fire / +7 acid / +8 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Cloak | Obsidianstreaker (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +4 Cun Changes resistances: +3% fire / +10% cold Changes resistances penetration: +25% darkness Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel mail armour of the deep (3 def, 17 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +8% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
steam generator implant of the wizard (steam 9)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 43 steam. 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.. |
teleportation rune (range 20; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
3 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] 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 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
GetomadunarigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Critical mult.: +10.00% Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
copper amulet of perfection (0.12 Technique / Dual techniques,0.12 Steamtech / Thoughts of iron)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.12 Technique / Dual techniques +0.12 Steamtech / Thoughts of iron Amulets can have magical properties. |
insulating copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% fire / +11% cold Amulets can have magical properties. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Bilerock the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +12% nature / +6% blight Changes damage: +3% nature / +3% darkness Poison immunity: +13% Disease immunity: +10% Rings can have magical properties. |
DaimosinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Con Changes resistances: +5% arcane Changes damage: +12% mind Physical save: +6 (+3 eff.) Disarm immunity: +20% Light radius: +1 Rings can have magical properties. |
Eilinabrenn the GlimmerhungerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Changes resistances penetration: +10% light Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
Mayilaith the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% acid / +20% fire / +3% mind / +5% arcane Changes damage: +10% fire Rings can have magical properties. |
Phlegmumbra the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +6% nature / +22% cold Changes damage: +3% nature / +11% cold Rings can have magical properties. |
Shadesorrow the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances penetration: +5% darkness Changes damage: +3% mind Mental save: +18 (+9 eff.) Confusion immunity: +28% Rings can have magical properties. |
copper ring 'Relgantir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +3% cold / +22% fire Changes damage: +11% fire Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Disarm immunity: +20% Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
mule's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Rings can have magical properties. |
pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 29 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 29 Damage (Ranged): 8 physical Changes stats: +5 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +10% Rings can have magical properties. |
steel greatsword 'Venomreign' (123% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 123% Range: 1.6x Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +13 Con / +10 Wil Changes resistances: +3% nature Changes resistances penetration: +10% nature Maximum life: +59.00 Light radius: +1 Massive two-handed swords. |
Cautery Sword (150% power, 10 apr)Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 150% Range: 1.4x Uses stat: 80% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Arthokor the iron waraxe (102% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 80% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% mind / +3% light Changes damage: +3% acid Reduces incoming crit damage: 15.00% Physical save: +12 (+6 eff.) Mental save: +3 (+2 eff.) One-handed war axes. |
Brenyntir the UmbrawolfInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Con Changes resistances: +3% nature / +6% darkness Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Ebonydredge the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex / +4 Wil Changes damage: +9% darkness Maximum life: +32.00 Light radius: +1 Infravision radius: +1 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emerada (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +7 Con Changes resistances: +6% light Physical save: +6 (+3 eff.) Maximum stamina: +30.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Foggrinder the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +4 Con Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% nature Reduces incoming crit damage: 15.00% Maximum encumbrance: +28 Physical save: +8 (+4 eff.) See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayalle the pair of rough leather boots (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: -4% Changes stats: +2 Con Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Mindpower: +10 (+4 eff.) A pair of boots made of leather. |
Falyrim (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +26 (+9 eff.) Physical power: +15 (+5 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 31% Changes stats: +1 Str Changes resistances penetration: +15% acid Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silywyn the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Damage (Melee): 8 acid Changes resistances: +15% acid / +3% cold / +6% blight Changes damage: +5% acid Reduces incoming crit damage: 5.00% Physical save: +11 (+5 eff.) Mental save: +13 (+7 eff.) Cut immunity: +20% Disarm immunity: +70% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +15 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Perfect Control (20% chance level 3). Damage (radius 2) on crit: +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Tulaneg' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 31% Damage (Melee): 8 blight / 6 arcane Damage when hit (Melee): 6 acid Changes stats: +9 Mag / +4 Wil Changes resistances: +8% arcane / +6% blight Changes resistances penetration: +5% acid Changes damage: +9% arcane / +6% blight Spellpower: +4 (+2 eff.) When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 arcane Damage (radius 2) on crit: +9 arcane / +7 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisyth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Con Changes resistances: +6% mind Blindness immunity: +20% Poison immunity: +10% Maximum life: +40.00 A hat made of leather. Very stylish. |
dwarven-steel helm 'Blazeclamor' (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +2 Wil Changes resistances: +4% all Changes resistances penetration: +25% light Changes damage: +6% light Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anytoyon the Stokeworth (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 4 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +17% cold Changes resistances penetration: +20% fire Changes damage: +3% fire Mental save: +13 (+7 eff.) Life regen: +4.60 Maximum life: +34.00 Healing mod.: +10% A suit of armour made of leather. |
4 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. |
121 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. |
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. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emelima the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +1 Wil / +2 Cun Changes resistances: +6% blight Changes damage: +9% arcane Reduces incoming crit damage: 5.00% Infravision radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
MalenarildirInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Poison immunity: +20% Light radius: +3 Healing mod.: +26% 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. |
QuenchblightInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +1 Mag Changes resistances: +3% lightning Changes damage: +15% cold Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +12% 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. |
Vilepall the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +3 Con Changes resistances: +6% nature Critical mult.: +10.00% Maximum life: +43.00 Light radius: +3 Infravision radius: +1 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. |
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 (+5 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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. |
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. |
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) 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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) 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. |
Erelyhell [power 105] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% * 10 arcane resource burn Changes resistances: +3% physical Physical save: +9 (+4 eff.) Blindness immunity: +10% It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Samikalthogrim the Cinderknight [power 27] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +12% fire / +3% nature / +6% darkness It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Lorimnir' [power 150] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Mag Critical mult.: +5.00% Spell crit. chance: +3% It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 164 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
2 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 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. |
2 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. |
3 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. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alexa the Amazon! the Doomelf Adventurer level 12
7th Allure 123rd year of Ascendancy at 15:56 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Alexa the Amazon! the Doomelf Adventurer level 20
21st Pyre 123rd year of Ascendancy at 08:35 see stats
Hell has no fury like a demon scorned! (Madness (Adventure) difficulty)
Escaped the Searing Halls.By Alexa the Amazon! the Doomelf Adventurer level 6
78th Pyre 122nd year of Ascendancy at 22:08 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Alexa the Amazon! the Doomelf Adventurer level 10
76th Haze 122nd year of Ascendancy at 23:43 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Alexa the Amazon! the Doomelf Adventurer level 20
64th Regrowth 123rd year of Ascendancy at 07:57 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Alexa the Amazon! the Doomelf Adventurer level 21
30th Pyre 123rd year of Ascendancy at 08:30 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Alexa the Amazon! the Doomelf Adventurer level 22
53rd Pyre 123rd year of Ascendancy at 12:29 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Alexa the Amazon! the Doomelf Adventurer level 11
2nd Allure 123rd year of Ascendancy at 03:33 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Alexa the Amazon! the Doomelf Adventurer level 11
2nd Wintertide 123rd year of Ascendancy at 10:41 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Alexa the Amazon! the Doomelf Adventurer level 17
38th Regrowth 123rd year of Ascendancy at 22:20 see stats
Log
Minotaur of the Labyrinth shoves Porivena the bandit aside.
Minotaur of the Labyrinth uses Infusion: Wild.
Minotaur of the Labyrinth is free from the nightmare.
Minotaur of the Labyrinth is cured!
Minotaur of the Labyrinth lessens the pain.
Rogue HEALS from blight damage!
Nightmare from Alexa the Amazon! hits Minotaur of the Labyrinth for 10 darkness damage.
Nightmare from Alexa the Amazon! hits Large white snake for 15 darkness damage.
Nightmare from Alexa the Amazon! hits Porivena the bandit for 12 darkness damage.
Decrepitude Disease from Alexa the Amazon! hits Rogue for 14 blight, 2 healing (14 total damage) [2 healing].
Thief deactivates Stealth.
Alexa the Amazon! resists the vile poison!
Thief performs a melee critical strike against Alexa the Amazon!!
Alexa the Amazon! is no longer being stalked by Something.
Thief hits Alexa the Amazon! for (9 to psi shield), 7 physical, (1 to psi shield), 1 fire, (7 to psi shield), 5 physical (13 total damage).
Melee retaliation hits Thief for 12 blight, 13 fire, 12 blight, 13 fire (50 total damage).
Alexa the Amazon! the level 22 doomelf adventurer was mauled to death by a thief on level 2 of The Maze.
Alexa the Amazon! is no longer poisoned.
Alexa the Amazon! no longer has a cursed wound.
Alexa the Amazon! is no longer out of phase.
Alexa the Amazon! deactivates Augmentation.
Alexa the Amazon! seems more focused.
Alexa the Amazon! deactivates Beyond the Flesh.
Alexa the Amazon! deactivates Abyssal Shield.
Alexa the Amazon! is free from the decrepitude disease.
Alexa the Amazon! deactivates Thermal Shield.
Alexa the Amazon!'s deep wound closes.
Alexa the Amazon! deactivates Mitosis.
Alexa the Amazon!'s surge ends.
Alexa the Amazon! deactivates Kinetic Shield.





































































































