
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Ogre |
Class | Sawbutcher |
Level / Exp | 34 / 60% |
Size | big |
Lifes / Deaths | Killed by Ogre's Inner Demon at level 34 on the 4th Regrowth 123rd year of Ascendancy at 10:43 5 / 2Killed by Ogre at level 34 on the 4th Regrowth 123rd year of Ascendancy at 10:48 |
Primary Stats
Strength | 88 (base 60) |
Dexterity | 36 (base 23) |
Constitution | 47 (base 11) |
Magic | 33 (base 10) |
Willpower | 45 (base 10) |
Cunning | 84.4 (base 60) |
Resources
Life | 1182/1182 |
Psi | 135/135 |
Steam | 100/100 |
Healing Factor | 1.7097603686636 |
Regeneration | 26.07384562212 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 45.102388156841 |
See Invisible | 45.102388156841 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 126 |
Accuracy | 53 |
Crit Chance | 60% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 67 |
Accuracy | 53 |
Crit Chance | 61% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14.5 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +3% |
Nature | +12% |
Fire | +12% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Physical | +20% |
Defense: Base
Armour (hardiness) | 66.723073231957 (93.924050632911%) |
Defense | 30 |
Ranged Defense | 31 |
Fatigue | 41 |
Physical Save | 48 |
Spell Save | 37 |
Mental Save | 43 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 51%( 70%) |
All | + 18%( 70%) |
Lightning | + 66%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 44%( 70%) |
Physical | + 40%( 70%) |
Fire | + 54%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 5% |
Poison Resistance | 50% |
Disarm Resistance | 31% |
Bleed Resistance | 65% |
Teleport Resistance | 100% |
Pinning Resistance | 38% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 133% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 112% efficiency and cooldown mod of 55%. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 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 successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by Xeroyata the large brown snake. Escort: lost tinker (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by Lisyretta the cold drake. Escort: lost tinker (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Velildawe the giant red ant. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by Velatira the dire wolf. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% nature +12% fire Melee Ret 12 nature 8 fire ----- def ----- Armour +4 Fatigue +3% Resists +24% fire Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +6 Wil +3 Con dps ---------- Dmg.mod +15% mind +3% light Melee Ret 8 light ----- def ----- Resists +14% blight +6% cold +6% temporal +3% all Crit.dmg- 15.00% Spell.save +11 (+5 eff.) Die.at -40.00 life HP.reg +5.40 Confus- +5% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor [Random Unique] Nature While equipped: Stats +4 Str +3 Mag +8 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +10% nature Acc +25 (+7 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +8% physical Phys.save +10 (+3 eff.) Spell.save +6 (+3 eff.) Max.HP +79.00 Heal.mod +13% ---------- misc Mana/turn +0.12 Stam/ret +1.60 Equi/ret +2.10 Max.vim +20.00 Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +11% Crit.mult +8.00% Melee+ 8 acid 4 fire 6 lightning 6 cold Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +6% blight +6% darkness Crit.dmg- 15.00% Phys.save +3 (+1 eff.) Die.at -40.00 life HP.reg +1.20 ---------- misc Stam/turn +1.10 Max.stam +21.00 Talents +4 Spring Grapple Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +12.0% Atk.spd 100% Melee+ +10 ice +12 fire +14 lightning +7 acid On Hit: 10% Slumber 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 30 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +8 Str +3 Dex +2 Mag +4 Wil +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Resists +6% lightning Crit.dmg- 15.00% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +3 Dex +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +3% nature Acc +6 (+2 eff.) Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 HP.reg +0.40 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Mag +9 Cun +12 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% Resists +12% lightning HP.reg +0.80 ---------- misc Stam/turn +0.50 Infravis +3 Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +35 Crit +20.0% Atk.spd 100% Block +71 Melee+ +21 mind On Hit: * 30% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +3 Wil +5 Cun +4 Con dps ---------- Crit.mult +5.00% On Melee Ret: * 16% chance to corrode armour by 30% ----- def ----- Armour +11 Defense +11 (+5 eff.) Rng.Def +3 (+2 eff.) Fatigue +10% Resists +15% acid +5% arcane Spell.save +6 (+3 eff.) Die.at -60.00 life Cut- +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +41 Crit +21.0% Atk.spd 100% Block +110 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: Stats +2 Dex +3 Mag +4 Cun dps ---------- Crit.mult +15.00% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +4% ---------- misc Light +2 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Crit.mult +12.00% Res.pen +20% physical ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning +0% cold +0% nature Max.HP +31.00 Stun/Frz- +50% ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee Ret 14 light ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% Resists +13% acid +15% physical +26% darkness +29% blight +14% fire +14% cold +11% lightning Crit.dmg- 15.00% Mind.save +26 (+9 eff.) Max.HP +47.00 HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Disarm- +31% Stun/Frz- +60% Knockbk- +34% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 253 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -591 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.0 potion [Plot Item] Nature Permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness +9% light Res.pen +15% darkness Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% lightning Stun/Frz- +24% ---------- misc Light +2 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% lightning Stun/Frz- +25% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Apr +3 ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Stam/turn +0.40 Mana/turn +0.14 Max.mana +33.00 Max.stam +5.00 Masteries +0.12 Steamtech/Battlefield management Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +12% light +6% blight Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +10 Mag +6 Wil +5 Cun dps ---------- Crit.mult +15.00% Spell.pwr +18 (+4 eff.) Dmg.mod +3% fire Melee Ret 8 fire ----- def ----- Blind- +25% ---------- misc Hate/m.crit +1.00 Infravis +5 See.Stealth +10 See.Invis +21 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +4 Dex dps ---------- Dmg.mod +12% light Acc +4 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +24% light ---------- misc Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Con ----- def ----- Fatigue -10% Crit.dmg- 15.00% Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +23% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 4 blight 8 lightning On Hit (Melee): * 20% chance to disease * 30% chance to daze at end of turn ----- def ----- Resists +20% blight +9% lightning HP.reg +2.00 Stun/Frz- +31% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +26% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
![]() 3.0 T3 mace 1H weapon [Rare] Psionic Power 26.5 - 37.1 Mind Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +11% Living While equipped: dps ---------- Phys.crit +5.0% Res.pen +10% physical Melee Ret 12 physical ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +6% mind HP.reg +0.80 Blunt and deadly. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: Stats +4 Str dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +9 (+3 eff.) Cut- +30% Pinning- +10% ---------- misc Infravis +3 Telepathy Dragon Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 30.60 to 36.72 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 On Hit: * 40% chance to cause random gloom On Crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +9 (+3 eff.) Dmg.mod +9% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Defense +21 (+10 eff.) Fatigue +10% Resists +9% acid +7% fire +9% cold +8% lightning Proj.evade +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun +7 Mag dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) Apr +9 ----- def ----- Armour +4 Resists +9% lightning Blind- +10% Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +10% lightning +7% temporal D.Red.from +21% Summoned Spell.save +10 (+4 eff.) ---------- misc Hate/m.crit +1.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun +7 Lck dps ---------- Mind.crit +1% Mind.pwr +8 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +7% temporal Mind.save +7 (+3 eff.) Stealth +8 Max.HP +61.00 ---------- misc T.Disarm +11 Hate/m.crit +2.00 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Melee Ret 8 light ----- def ----- Resists +12% light HP.reg +0.60 Heal.mod +11% ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +5% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Fatigue -3% ---------- misc Infravis +1 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +8% ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Mind.save +6 (+2 eff.) Max.HP +35.00 Heal/summ +30 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +15% light Res.pen +10% light Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +6% nature Spell.save +3 (+2 eff.) Stealth +10 Confus- +30% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Res.pen +25% physical Acc +6 (+2 eff.) ----- def ----- Armour +7 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue -11% Phys.save +26 (+9 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Mag +5 Wil dps ---------- S.pwr/crit +4 Mov.spd +10% Res.pen +20% blight Melee Ret 12 blight ----- def ----- Armour +3 Fatigue -3% Crit.dmg- 10.00% Max.HP +34.00 ---------- misc Stam/turn +0.30 Light +3 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Silence- +21% Confus- +22% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Melee+ 10 cold Dmg.mod +6% cold ----- def ----- Armour +12 Resists +7% light +7% cold +8% darkness +6% temporal Mind.save +10 (+4 eff.) Max.HP +49.00 Blind- +5% ---------- misc Infravis +2 Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +4 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 mind On Crit.r2 +8 ice +18 light +16 darkness On Hit: 10% Ice Breath 3 On Hit: 10% Battle Shout 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 33.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +9% physical Acc +6 (+2 eff.) ----- def ----- Armour +7 Phys.save +45 (+14 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 On Hit: * 40% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 160.32 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+6 eff.) ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 145.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +10.0% Spell.crit +6% Mind.crit +5% Crit.mult +6.00% Melee Ret 12 physical ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Die.at -80.00 life HP.reg +0.40 Disarm- +0% Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +6.0% Atk.spd 83% On Crit: 20% Cripple 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 12.88 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 See.Invis +9 Telepathy Humanoid/Orc A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% nature Res.pen +20% physical ----- def ----- Armour +17 Defense +6 (+3 eff.) Fatigue +4% Resists +1% physical +6% nature +4% all Phys.save +40 (+13 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness ---------- misc Infravis +5 A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% cold +7% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Resists +5% arcane +6% lightning Silence- +25% Confus- +5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +12% acid +12% blight +6% light +15% lightning Blind- +22% Confus- +12% ---------- misc Light +5 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 50% 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
potent healing salve [power 195] potent healing salve [power 195]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 195 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 241] powerful healing salve [power 241]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 241 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 148 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% light ---------- misc Light +2 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Remove up to 3 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Phasing +20% ---------- misc Mana/turn +0.16 Max.mana +80.00 Max.vim +10.00 Talents +3 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 12, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ogre the Ogre Sawbutcher level 22
13rd Haze 122nd year of Ascendancy at 17:37 see stats
By Ogre the Ogre Sawbutcher level 11
8th Mirth 122nd year of Ascendancy at 20:06 see stats
By Ogre the Ogre Sawbutcher level 31
51st Haze 122nd year of Ascendancy at 10:32 see stats
By Ogre the Ogre Sawbutcher level 28
34th Haze 122nd year of Ascendancy at 23:42 see stats
By Ogre the Ogre Sawbutcher level 24
20th Haze 122nd year of Ascendancy at 10:59 see stats
By Ogre the Ogre Sawbutcher level 33
2nd Regrowth 123rd year of Ascendancy at 01:10 see stats
By Ogre the Ogre Sawbutcher level 10
1st Mirth 122nd year of Ascendancy at 07:39 see stats
By Ogre the Ogre Sawbutcher level 20
36th Dusk 122nd year of Ascendancy at 13:29 see stats
By Ogre the Ogre Sawbutcher level 30
35th Haze 122nd year of Ascendancy at 16:41 see stats
By Ogre the Ogre Sawbutcher level 20
54th Dusk 122nd year of Ascendancy at 17:59 see stats
By Ogre the Ogre Sawbutcher level 26
23rd Haze 122nd year of Ascendancy at 23:12 see stats
By Ogre the Ogre Sawbutcher level 16
24th Dusk 122nd year of Ascendancy at 02:33 see stats
By Ogre the Ogre Sawbutcher level 11
4th Flare 122nd year of Ascendancy at 10:35 see stats
By Ogre the Ogre Sawbutcher level 23
14th Haze 122nd year of Ascendancy at 01:20 see stats
By Ogre the Ogre Sawbutcher level 11
6th Flare 122nd year of Ascendancy at 03:06 see stats
By Ogre the Ogre Sawbutcher level 23
13rd Haze 122nd year of Ascendancy at 21:36 see stats
By Ogre the Ogre Sawbutcher level 22
11st Haze 122nd year of Ascendancy at 06:37 see stats
By Ogre the Ogre Sawbutcher level 18
25th Dusk 122nd year of Ascendancy at 16:16 see stats
Log
Today is the 4th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:45.
Talent Create Tinker is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Continuous Butchery is ready to use.
Talent Punishment is ready to use.
Talent Bloodstream is ready to use.
Talent Spinal Break is ready to use.
Talent Dig is ready to use.
Talent Block is ready to use.
Talent Dream Walk is ready to use.
Saving game...