











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Mindslayer |
| Level / Exp | 25 / 19% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 38 (base 11) |
| Dexterity | 60 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 89 (base 43) |
| Cunning | 69 (base 33) |
Resources
| Life | 652/652 |
| Psi | 139/157 |
| Steam | 100/100 |
| Healing Factor | 1.2199022211821 |
| Regeneration | 21.043313315391 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +48.183306406077% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 29 |
| See Stealth | 55.231280819614 |
| See Invisible | 65.231280819614 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 150 |
| Accuracy | 99 |
| Crit Chance | 65% |
| APR | 83 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +17% |
| Nature | +20% |
| Darkness | +46% |
| Mind | +26% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +26% |
| Acid | +56% |
| Nature | +58% |
| Physical | +52% |
| Mind | +31% |
| All | +21% |
Defense: Base
| Armour (hardiness) | 125.26859126375 (91.438599446978%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 6 |
| Physical Save | 51 |
| Spell Save | 43 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 38%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 57%( 70%) |
| Lightning | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Confusion Resistance | 37% |
| Poison Resistance | 60% |
| Disarm Resistance | 89% |
| Teleport Resistance | 100% |
| Silence Resistance | 10% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Magic stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Thermal Aura |
| talent | Skate |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| talent | Charged Shield |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley 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. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of squid ink. * '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.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 |
Equipment
| Psionic focus | wound/cripple (191% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn * shock your foe dealing 27 damage and draining some of their resources On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +69 (+12 eff.) Armour penetration: +41 Physical crit. chance: +42.0% Physical power: +20 (+7 eff.) Changes resistances: +6% lightning / +6% cold / +6% arcane Changes resistances penetration: +21% physical / +21% all Changes damage: +15% darkness Massive two-handed mauls. This item has been sent to the Item's Vault. |
| Quiver | Giladorath the Chargewasp (23/23, 213% power, 33 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 213% Range: 1.4x Uses stats: 55% Wil, 77% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +33 Crit. chance: +43.0% Capacity: 23 On weapon hit: * 24 arcane resource burn On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +50 fire / +20 nature Damage (radius 1) on hit: +20 lightning / +16 nature Damage (radius 2) on crit: +16 lightning / +23 fire Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Islegara the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 63% Changes damage: +25% darkness Silence immunity: +10% Life regen: +4.00 Light radius: +1 Infravision radius: +10 See invisible: +10 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 | Yvyssra the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Armour: +5 Fatigue: +5% Changes stats: +10 Cun / +29 Wil Changes resistances: +45% blight / +9% acid Changes damage: +15% mind Physical save: +25 (+9 eff.) Mental save: +60 (+15 eff.) Maximum psi: +20.00 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On feet | burning (0 def, 23 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Fatigue: -6% Changes stats: +6 Wil / +6 Con Changes resistances: +13% acid / +6% temporal / +23% fire / +15% lightning / +13% cold Changes resistances penetration: +5% darkness / +10% physical Maximum encumbrance: +50 Physical save: +33 (+11 eff.) Spell save: +15 (+5 eff.) Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +120% Mindpower: +9 (+3 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | copper citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +22% fire Changes damage: +11% fire Life regen: +7.00 Maximum life: +45.00 Maximum stamina: +30.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | copper citrine ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +2 Mag / +5 Wil / +4 Cun Changes damage: +11% light Mindpower: +7 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 28% * 6% chance to blind Changes stats: +4 Dex / +4 Cun / +3 Con Changes damage: +6% light / +6% darkness Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
| In main hand | crit reduce (191% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 50 damage and reducing their armor Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +63 acid / +63 nature When wielded/worn: Accuracy: +81 (+14 eff.) Armour penetration: +21 Defense: +32 (+8 eff.) Changes stats: +20 Dex Changes resistances: +9% fire Changes resistances penetration: +35% acid / +17% nature Reduces incoming crit damage: 17.75% Poison immunity: +10% Disarm immunity: +66% Only die when reaching: -80.00 life Maximum life: +40.00 Combat speed: +20% Massive two-handed mauls. This item has been sent to the Item's Vault. |
| On hands | Pusswift (15 def, 3 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Defense: +15 (+4 eff.) Fatigue: +5% Effects on melee hit: * 24% chance to reduce all saves and defense by 35 * 24% chance to slow global speed by 63% Damage (Melee): 15 acid / 40 darkness / 52 mind Damage when hit (Melee): 8 mind Changes stats: +5 Cun Changes resistances: +19% acid / +10% mind / +15% darkness Changes resistances penetration: +10% mind Changes damage: +8% acid / +11% mind Talent granted: +5 Hand Cannon Spell save: +6 (+2 eff.) Mental save: -7 (-2 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +4% Infravision radius: +4 When used to modify unarmed attacks: Power: 150% Range: 1.4x Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness Damage (radius 2) on crit: +15 acid / +15 mind It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Around waist | Tuleladar the hardened leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +1 Con / +7 Lck Changes resistances: +7% lightning / +14% temporal / +6% mind Trap disarming bonus: +12 Stealth bonus: +7 Mental save: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| Cloak | Serpentine Cloak (20 def, 0 armour) Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +30% lightning Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Stun/Freeze immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
| Main armor | voratun plate armour 'Lorydratir' (0 def, 62 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +62 Fatigue: +12% Changes resistances: +15% acid / +14% cold Allows you to breathe in: water Reduces incoming crit damage: 45.00% Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Pinning immunity: +10% Stun/Freeze immunity: +24% Knockback immunity: +20% Life regen: +4.00 Maximum life: +60.00 A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 119% / cooldown 66%)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: 0 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 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 169% / cooldown 61%)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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 109% / cooldown 60%)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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 102% / cooldown 63%)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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 546%; cd 9)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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. 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. |
teleportation rune of the sneak (range 113; cd 10)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. 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. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - 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. |
Demonsting the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +4 Str Changes resistances: +6% lightning / +9% darkness / +3% blight Changes resistances penetration: +5% darkness Spell save: +6 (+2 eff.) Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 372 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Keyathel the FrigidbrightRequires: - Level 35 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+5 eff.) Changes stats: +18 Lck / +2 Wil Changes resistances: +30% lightning / +29% mind Changes resistances penetration: +20% mind / +10% cold Changes damage: +6% mind Critical mult.: +15.00% Blindness immunity: +25% Confusion immunity: +50% Stun/Freeze immunity: +50% Hate when firing a critical mind attack: +5.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 18% Amulets make your neck look great! This item has been sent to the Item's Vault. |
UmbramoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 mind Changes stats: +3 Wil Changes resistances: +3% mind Changes damage: +18% nature / +6% darkness Amulets make your neck look great! |
Voradamina the HellkingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% light / +21% fire Changes damage: +21% acid / +15% fire Blindness immunity: +19% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
CoalsteelRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Con / +3 Mag Changes resistances: +6% arcane / +12% acid Changes damage: +9% physical Disarm immunity: +93% Pinning immunity: +100% Stun/Freeze immunity: +48% Knockback immunity: +98% Life regen: +9.00 Maximum life: +92.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! This item has been sent to the Item's Vault. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 37 power out of 50/50) : Effective talent level: 3.5 Power cost: 37 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
voratun ring 'Snowshear'Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 24 arcane resource burn * 10% chance to slow global speed by 63% * 44% chance to reduce all saves and defense by 35 Damage (Melee): 33 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 35 Damage (Ranged): 29 physical Damage when hit (Melee): 8 cold Changes stats: +10 Str / +8 Cun / +10 Con Changes resistances: +40% lightning / +32% nature / +3% mind Changes damage: +20% lightning / +6% cold / +16% nature Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
drakeskin leather belt 'Arcmark'Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +3 Cun / +7 Wil Changes resistances: +12% cold / +24% fire Changes resistances penetration: +10% lightning / +20% mind Changes damage: +6% cold Critical mult.: +15.00% Mental save: +15 (+4 eff.) Psi when hit: +0.08 Maximum life: +180.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Kilnedge the linen cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Dex / +1 Mag Changes resistances: +9% mind Changes resistances penetration: +25% mind Changes damage: +3% fire Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeruda (48 def, 0 armour)Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +48 (+12 eff.) Fatigue: -7% Changes stats: +5 Wil Changes resistances: +25% darkness Changes resistances penetration: +15% darkness Changes damage: +23% darkness / +6% mind Reduces incoming crit damage: 17.75% Stealth bonus: +25 Physical save: +30 (+10 eff.) Mental save: +23 (+6 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
elven-silk wizard hat 'Duvobers' (3 def, 0 armour)Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 35 * 10% chance to slow global speed by 63% * 20% chance to reduce armor by 18% Damage when hit (Melee): 6 mind Changes stats: +7 Cun / +17 Wil Changes resistances: +28% lightning / +6% darkness / +6% blight / +30% nature / +5% arcane Changes damage: +19% lightning / +20% nature / +6% mind Physical save: +13 (+5 eff.) Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
323 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blastwasp (dig speed 15 turns)Requires: - Level 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +14 Str Changes resistances: +15% nature / +12% darkness Changes resistances penetration: +15% mind Changes damage: +10% nature / +9% lightning Infravision radius: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 5.5 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
dwarven-steel pickaxe 'Scorchsweeper' (dig speed 32 turns)Requires: - Level 15 Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +6 Str Changes resistances: +6% fire Changes resistances penetration: +10% blight / +25% fire Changes damage: +6% blight / +12% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
Rungof's FangRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern 'Layevea'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +4 Str Changes resistances: +5% physical Maximum life: +46.00 Maximum stamina: +30.00 Light radius: +3 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. |
dwarven lantern 'Nightwalker'Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +14 Physical crit. chance: +9.0% Physical power: +25 (+8 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +13 Wil Changes resistances penetration: +12% all Changes damage: +15% mind Critical mult.: +16.00% Physical save: +12 (+4 eff.) Only die when reaching: -20.00 life Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. This item has been sent to the Item's Vault. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified WoodRequires: - Level 25 Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. This item has been sent to the Item's Vault. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
amazing fiery salve [power 21] amazing fiery salve [power 21]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 21] amazing frost salve [power 21]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 298] amazing healing salve [power 298]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 298 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 261] amazing pain suppressor salve [power 261]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -261 life and reduces all damage by 25% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 83] amazing unstoppable force salve [power 83]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to increases all saves by 83 and healing factor by half Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 21] amazing water salve [power 21]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
voratun gripRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
steel torque of gale force 'Foghunter' [power 170] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +15% darkness Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +9 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fridge Largemeat the Drem Mindslayer level 10
23rd Wealth 122nd year of Ascendancy at 00:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Fridge Largemeat the Drem Mindslayer level 22
12nd Loss 122nd year of Ascendancy at 08:56 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fridge Largemeat the Drem Mindslayer level 19
39th Dearth 122nd year of Ascendancy at 09:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fridge Largemeat the Drem Mindslayer level 10
23rd Wealth 122nd year of Ascendancy at 00:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fridge Largemeat the Drem Mindslayer level 20
2nd Loss 122nd year of Ascendancy at 06:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fridge Largemeat the Drem Mindslayer level 9
17th Wealth 122nd year of Ascendancy at 03:16 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Fridge Largemeat the Drem Mindslayer level 20
2nd Loss 122nd year of Ascendancy at 18:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fridge Largemeat the Drem Mindslayer level 5
14th Profit 122nd year of Ascendancy at 04:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Fridge Largemeat the Drem Mindslayer level 23
12nd Loss 122nd year of Ascendancy at 23:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fridge Largemeat the Drem Mindslayer level 13
16th Dearth 122nd year of Ascendancy at 00:36 see stats
Log
Fridge Largemeat activates Beyond the Flesh.
Fridge Largemeat deactivates Skate.
Fridge Largemeat activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Aura
- Charged Shield
- Kinetic Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Fridge Largemeat deactivates Augmentation.
Fridge Largemeat activates Augmentation.
Fridge Largemeat deactivates Beyond the Flesh.
Fridge Largemeat activates Beyond the Flesh.
Fridge Largemeat deactivates Skate.
Fridge Largemeat activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Aura
- Charged Shield
- Kinetic Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 26 turns (stop reason: all resources and life at maximum).
Fridge Largemeat deactivates Augmentation.
Fridge Largemeat activates Augmentation.
Fridge Largemeat deactivates Beyond the Flesh.
Fridge Largemeat activates Beyond the Flesh.
Fridge Largemeat deactivates Skate.
Fridge Largemeat activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Aura
- Charged Shield
- Kinetic Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Fridge Largemeat uses Track.
Fridge Largemeat deactivates Augmentation.
Fridge Largemeat activates Augmentation.
Fridge Largemeat deactivates Beyond the Flesh.
Fridge Largemeat activates Beyond the Flesh.
Fridge Largemeat deactivates Skate.
Fridge Largemeat activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Aura
- Charged Shield
- Kinetic Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.


















































































































