















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Items Vault 1.7.0Donators/Buyers bonus! Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Embers of Rage 1.7.4Official 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 1.7.4Combines 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Ashes of Urh'Rok 1.7.4Official 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows 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. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (spicy) |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 26 / 58% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 51 (base 28) |
Constitution | 30 (base 12) |
Magic | 12 (base 12) |
Willpower | 73 (base 32) |
Cunning | 77 (base 57) |
Resources
Hate | 74/102 |
Equilibrium | 10 |
Life | 770/770 |
Steam | 100/100 |
Psi | 142/153 |
Healing Factor | 1.5792147729953 |
Regeneration | 1.9740184662441 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 44.894288500862 |
See Invisible | 44.894288500862 |
Offense: Mainhand
Damage | 87 |
Accuracy | 61 |
Crit Chance | 34% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 56 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Mind | +29% |
Lightning | +15% |
Light | +23% |
Nature | +10% |
Cold | +11% |
Physical | +11% |
Fire | +8% |
All | +5% |
Offense: Damage Penetration
Mind | +10% |
Physical | +5% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (69.687909656376%) |
Defense | 56 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 44 |
Mental Save | 47 |
Defense: Resistances
Acid | + 12%( 72%) |
Blight | 0%( 72%) |
Arcane | + 25%( 72%) |
Mind | + 6%( 72%) |
All | 0%( 72%) |
Lightning | + 50%( 72%) |
Light | + 3%( 72%) |
Temporal | + 3%( 72%) |
Physical | + 9%( 72%) |
Nature | + 30%( 72%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 80% |
Silence Resistance | 20% |
Confusion Resistance | 46% |
Stun Resistance | 85% |
Pinning Resistance | 10% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 406 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Savage Hunter |
talent | Mitosis |
talent | Beyond the Flesh |
talent | Deflection |
talent | Thermal Shield |
talent | Gloom |
talent | Rocket Pod |
talent | Kinetic Shield |
beneficial effect | Hunting: Marked Prey- Ce'Nanne the minotaur - Adybeth the mountain troll thunderer 10% Received damage reduction against: - Troll - Minotaur |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Escort the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 87. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bear paw. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of greater demon bile. 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 green worm. * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | ![]() steel steamgun of enduring Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +600% (-) Damage (radius 1) on hit: +60(-) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-4) mind Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-1) Dex / +6(-1) Wil / +6(-) Con Changes resistances penetration: +0%(-10%) mind Maximum life: +33.00 (+12.00) Maximum psi: +0.00 (-10.00) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Quiver | ![]() pouch of dwarven-steel shots 'Getadan' (22/22, 54-64 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 53.5 - 64.2 Uses stat: 125% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +12.0% (-) Capacity: 22 (-) When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 10 On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% (-) Damage (Ranged): +10(-) blight / +8(-) physical When wielded/worn: Ammo reloads per turn: +4 (-) Talents granted: +3.00(-) Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Talents granted: +3.00(-) Iron Grip Poison immunity: +20% (-) Disarm immunity: +80% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Light source | ![]() Belivea the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Str / +3(-) Dex / +2(-) Con Maximum life: +43.00 (-) Light radius: +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 | ![]() dwarven-steel helm 'Duvelin' (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (-) Fatigue: +4% (-) Changes stats: +8(-) Cun / +8(-) Dex Physical save: +9 (+4 eff.) (-) Mental save: +9 (+3 eff.) (-) Only die when reaching: -40.00 life (-) Infravision radius: +2 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Amafang the Frostwill (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) mind Changes stats: +4(-) Cun / +4(-) Wil Changes damage: +12%(-) mind / +6%(-) cold Critical mult.: +10.00% (-) Physical save: +9 (+4 eff.) (-) Spell save: +10 (+4 eff.) (-) Mental save: +8 (+3 eff.) (-) Psi when hit: +0.12 (-) Mindpower: +25 (+6 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Persistent Will Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8(-) Wil Changes damage: +12%(-) mind Mindpower: +10 (+2 eff.) (-) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | ![]() Splendourresolve Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Physical power: +5 (+1 eff.) (-) Defense: +8 (+3 eff.) (-) Changes resistances: +20%(-) lightning / +3%(-) light Changes damage: +10%(-) lightning / +15%(-) light / +5%(-) all Spellpower: +7 (+1 eff.) (-) Mindpower: +7 (+2 eff.) (-) Movement speed: +10% (-) Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() gold ring 'Aerewyn' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-20%) lightning / +2% physical / +0%(-3%) light Changes damage: +0%(-10%) lightning / +0%(-15%) light / +0%(-5%) all Spell save: +15 (+5 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +32% Stun/Freeze immunity: +10% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +100.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Movement speed: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Beliriarialle the steel amulet Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+2 eff.) (-) Changes stats: +5(-) Str / +6(-) Dex / +7(-) Wil Changes resistances: +12%(-) acid Changes resistances cap: +2%(-) all Physical save: +9 (+4 eff.) (-) Mental save: +6 (+2 eff.) (-) Confusion immunity: +14% (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Spellpower: +10 (+1 eff.) (-) Mindpower: +6 (+2 eff.) (-) Healing mod.: +10% (-) Amulets make your neck look great! |
In main hand | ![]() Duviran Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (radius 1) on hit: +60(-) 20% chance of physical repulsion Damage (radius 2) on crit: +4(-) mind Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +7 (+2 eff.) (-) Physical crit. chance: +2.0% (-) Changes stats: +1(-) Dex / +7(-) Wil / +6(-) Con Changes resistances penetration: +10%(-) mind Maximum life: +21.00 (-) Maximum psi: +10.00 (-) Mental crit. chance: +1% (-) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Fulostir' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) (-) Changes stats: +5(-) Dex Changes resistances: +3%(-) temporal Physical save: +6 (+3 eff.) (-) Maximum hate: +2.00 (-) Mindpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() vined mindstar 'Brightonslaught' (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(+6.0 - +6.6) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Melee): +8 light Damage (radius 1) on hit: +60(-) 20% chance of physical repulsion / +8 fire Damage (radius 2) on crit: +0(-4) mind Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical crit. chance: +0.0% (-2.0%) Damage (Melee): 5 physical Changes stats: +0(-1) Dex / +0(-7) Wil / +2 Cun / +0(-6) Con Changes resistances: +7% physical Changes resistances penetration: +5% physical / +10% light / +0%(-10%) mind Changes damage: +3% fire / +3% light / +6% physical Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Maximum life: +0.00 (-21.00) Maximum psi: +0.00 (-10.00) Mindpower: +4 (+0 eff.) Mental crit. chance: +2% (+1%) Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | ![]() Aladorig the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +3(-) Str / +2(-) Wil / +2(-) Cun Changes resistances: +6%(-) mind / +30%(-) lightning Silence immunity: +20% (-) Pinning immunity: +10% (-) Stun/Freeze immunity: +50% (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +8 (+3 eff.) (-) Ranged Defense: +4 (+1 eff.) (-) Fatigue: +8% (-) Changes stats: +3(-) Wil / +4(-) Con Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +18 (+7 eff.) (-) Stun/Freeze immunity: +25% (-) Life regen: +1.00 (-) Healing mod.: +20% (-) Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
![]() 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 116% efficiency and cooldown mod of 74%. 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.. |
![]() 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 119% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant of the duelist (steam 7) 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: 25(+4) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1(-4.2) steam per turn. Can be activated for an instant burst of 35(-21) steam. 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.. |
![]() steam generator implant of the warrior (steam 7) 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: 25(+4) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9(-4.4) steam per turn. Can be activated for an instant burst of 34(-22) steam. Its effects scale with your -Dexterity, +Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% 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 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 230; 14 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: 14(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230(-176) life over 5(-) turns. Its effects scale with your -Cunning, +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. |
![]() regeneration infusion of the warrior (heal 141; 17 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: 17(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 141(-265) life over 5(-) turns. Its effects scale with your -Cunning, +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. |
![]() wild infusion of the warrior (res 21%; magical; dur 2; cd 16) 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: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and -physical effect and reduce all damage taken by 21%(+7%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 blight, 4 fire 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. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 367 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() warmaker's copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +5(-) Str / +5(-1) Dex / +4(-3) Wil Changes resistances: +0%(-12%) acid Changes resistances cap: +0%(-2%) all Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Confusion immunity: +0% (-14%) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Spellpower: +0 (+0 eff.) (-10 (-1 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Healing mod.: +0% (-10%) Amulets make your neck look great! |
![]() gladiator's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical power: +6 (+2 eff.) (+1 (+1 eff.)) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +5 Str / +5 Con Changes resistances: +22% acid / +0%(-3%) light / +0%(-20%) lightning Changes damage: +11% acid / +0%(-10%) lightning / +0%(-15%) light / +0%(-5%) all Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Movement speed: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() titan's copper ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +3 Con Changes resistances: +22% acid / +0%(-3%) light / +0%(-20%) lightning Changes damage: +11% acid / +0%(-10%) lightning / +0%(-15%) light / +0%(-5%) all Physical save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Movement speed: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-1 (+0 eff.)) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +3 Dex Changes resistances: +0%(-20%) lightning / +0%(-3%) light Changes damage: +0%(-10%) lightning / +0%(-15%) light / +0%(-5%) all Stun/Freeze immunity: +21% Life regen: +1.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Movement speed: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Shantiz the Stormblade (15-20 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(+15.0 - +19.5) Uses stat: 108% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+14) Crit. chance: +10.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-4) mind Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical crit. chance: +0.0% (-2.0%) Changes stats: +20(+19) Dex / +0(-7) Wil / +0(-6) Con Changes resistances penetration: +0%(-10%) mind Maximum life: +0.00 (-21.00) Maximum psi: +0.00 (-10.00) Mental crit. chance: +0% (-1%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
![]() hardened leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-5) Dex Changes resistances: +10% blight / +0%(-3%) temporal Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum hate: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() pair of hardened leather boots 'Blastbrawn' (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-8) mind Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +5% arcane Changes damage: +30% lightning / +0%(-6%) cold / +0%(-12%) mind Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) (-2 (-1 eff.)) Spell save: +11 (+4 eff.) (+1 (+0 eff.)) Mental save: +8 (+3 eff.) (-) Psi when hit: +0.00 (-0.12) Mindpower: +0 (+0 eff.) (-25 (-6 eff.)) A pair of boots made of leather. |
![]() Spellhunt Remnants (1 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2(-2) Cun / +2(-2) Wil Changes resistances: +0%(-10%) nature Changes resistances penetration: +5% nature Changes damage: +5%(-) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Talent granted: +0(+-3) Iron Grip Spell save: +4 (+1 eff.) Poison immunity: +0% (-20%) Disarm immunity: +0% (-80%) Maximum life: +20.00 Mindpower: +4 (+1 eff.) (+2 (+0 eff.)) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 131 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-3) Crit. chance: +0.0% (-12.0%) Capacity: 0 (-22) When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 10 On weapon crit: - Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +0(-10) blight / +0(-8) physical When wielded/worn: Ammo reloads per turn: +0 (-4) Talent granted: +0(+-3) Explosive Shell When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-3) Str / +0(-3) Dex / +0(-2) Con Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-43.00) Light radius: +5 (-1) 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.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Khelaromidan (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1(-7) Wil Changes resistances: +3% lightning Changes damage: +0%(-12%) mind Mental save: +3 (+1 eff.) Blindness immunity: +10% Disease immunity: +20% Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-3) Wil Changes damage: +0%(-12%) mind Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) (-5 (-1 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: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Giwe the Cinderglory [power 110] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-8) Wil Changes resistances: +6% light / +15% cold Changes damage: +0%(-12%) mind / +12% fire Mental save: +6 (+2 eff.) Cut immunity: +20% Life regen: +4.00 Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) It can be used to blast the opponent's mind dealing 142 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 39. Torques are made by powerful psionics to store psionic powers. |
![]() soothing steel torque of mindblast [power 150] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-8) Wil Changes damage: +0%(-12%) mind Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() Isloselemira the Blastpierce [power 194] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes stats: +5 Str / +1(-7) Wil / +1 Cun Changes resistances: +6% lightning / +6% mind Changes damage: +0%(-12%) mind Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. Persistent Will (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3(-5) Wil Changes damage: +0%(-12%) mind Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Doc Ooziday the Cornac Adventurer level 14
46th Dusk 122nd year of Ascendancy at 13:20 see stats
By Doc Ooziday the Cornac Adventurer level 25
65th Haze 122nd year of Ascendancy at 19:58 see stats
By Doc Ooziday the Cornac Adventurer level 24
65th Haze 122nd year of Ascendancy at 06:41 see stats
By Doc Ooziday the Cornac Adventurer level 24
41st Haze 122nd year of Ascendancy at 09:54 see stats
By Doc Ooziday the Cornac Adventurer level 10
16th Dusk 122nd year of Ascendancy at 00:27 see stats
By Doc Ooziday the Cornac Adventurer level 20
1st Haze 122nd year of Ascendancy at 01:35 see stats
By Doc Ooziday the Cornac Adventurer level 24
55th Haze 122nd year of Ascendancy at 09:16 see stats
By Doc Ooziday the Cornac Adventurer level 23
40th Haze 122nd year of Ascendancy at 23:41 see stats
By Doc Ooziday the Cornac Adventurer level 12
20th Dusk 122nd year of Ascendancy at 19:02 see stats
By Doc Ooziday the Cornac Adventurer level 8
79th Pyre 122nd year of Ascendancy at 08:36 see stats
By Doc Ooziday the Cornac Adventurer level 18
78th Dusk 122nd year of Ascendancy at 05:51 see stats
Log
Mindrot hits Skeleton warrior for 6 mind, 11 darkness (17 total damage).
Doc Ooziday performs a melee critical strike against Skeleton warrior!
You have deflected 24 incoming damage!
Ran for 3 turns (stop reason: detrimental status effect).
Doc Ooziday shrugs off the effect 'Dazzled'!
Master vampire is knocked back!
Doc Ooziday's Rocket Pod performs a ranged critical strike against Skeleton warrior!
Phantasmal Shield hits Skeleton warrior for 96 light damage.
Phantasmal Shield hits Doc Ooziday for (37 to psi shield), (24 deflected), 25 light (25 total damage).
Doc Ooziday's Rocket Pod hits Skeleton warrior for 362 fire damage.
Doc Ooziday's Rocket Pod hits Skeleton warrior for 141 fire, 6 blight, 5 physical (152 total damage).
Doc Ooziday hits Skeleton warrior for 113 mind, 5 light, 3 physical, 6 fire (127 total damage).
Doc Ooziday hits Master vampire for 37 physical, 5 fire (42 total damage).
Doc Ooziday killed Skeleton warrior!
Doc Ooziday uses Blunt Shot.
Master vampire is stunned!
Doc Ooziday performs a melee critical strike against Master vampire!
Doc Ooziday hits Master vampire for 347 mind damage.
Doc Ooziday's Blunt Shot hits Master vampire for 300 physical, (14 ignored), 0 blight, 12 physical (312 total damage).
Doc Ooziday's Blunt Shot killed Master vampire!
You pickup 2.85 gold pieces.
Talent Blunt Shot is ready to use.
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 5 - Thaloren
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: learnt lore).