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 | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 28 / 75% |
Size | medium |
Lifes / Deaths | Killed by Bodelkan the dwarf at level 18 on the 64th Dusk 122nd year of Ascendancy at 23:14 0 / 7Killed by Bodelkan the dwarf at level 18 on the 65th Dusk 122nd year of Ascendancy at 02:10 Killed by Glirelle the snow giant at level 22 on the 43rd Haze 122nd year of Ascendancy at 15:18 Killed by Xanamira the snow giant at level 22 on the 43rd Haze 122nd year of Ascendancy at 19:28 Killed by Cyriba the elven tempest at level 25 on the 78th Haze 122nd year of Ascendancy at 12:55 Killed by Voralevea the ghoul at level 28 on the 40th Regrowth 123rd year of Ascendancy at 11:18 Killed by Celia at level 28 on the 40th Regrowth 123rd year of Ascendancy at 20:38 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 99 (base 60) |
Constitution | 18 (base 13) |
Magic | 12 (base 10) |
Willpower | 22 (base 10) |
Cunning | 79 (base 48) |
Resources
Life | 527/527 |
Steam | 100/100 |
Stamina | 201/201 |
Vim | 208/208 |
Healing Factor | 1.2711363549267 |
Regeneration | 30.937428077259 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -992 |
Infravision | 14 |
See Stealth | 83.726095006891 |
See Invisible | 89.726095006891 |
Stealth | 67 |
Offense: Mainhand
Damage | 89 |
Accuracy | 77 |
Crit Chance | 55% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 87 |
Accuracy | 77 |
Crit Chance | 65% |
APR | 43 |
Speed | 0.90 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +15% |
Blight | +3% |
Arcane | +12% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +27% |
Light | +17% |
Physical | +32% |
All | +7% |
Nature | +22% |
Defense: Base
Armour (hardiness) | 43 (100%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Cold | + 24%( 70%) |
Acid | + 6%( 70%) |
Light | + 38%( 70%) |
Temporal | + 7%( 70%) |
Mind | + 17%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 44% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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 Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.47 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Stealth |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 11.1 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 151 - 211 Accuracy: 93 (knife) APR: 37 Crit Chance: +79% Crit mult: 235% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 27 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Bleakbrand the pair of hardened leather boots (15 def, 13 armour) Bleakbrand the pair of hardened leather boots (15 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +13 Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +8 Lck / +5 Dex Changes resistances: +3% lightning Stealth bonus: +7 Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Only die when reaching: -40.00 life Maximum stamina: +30.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Venomwish the rough leather cap (25 def, 1 armour) Venomwish the rough leather cap (25 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +1 Defense: +25 (+5 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +15% nature / +10% physical Physical save: +9 (+3 eff.) Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
On hands | hardened leather gloves 'Yvyriawen' (0 def, 6 armour) hardened leather gloves 'Yvyriawen' (0 def, 6 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage (Melee): 9 light Changes stats: +2 Dex Changes resistances: +8% light / +9% mind Changes damage: +5% light Talent granted: +4 Iron Grip Disarm immunity: +90% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | powerful stralite torque of psionic shield [power 111] (21 cooldown) powerful stralite torque of psionic shield [power 111] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 111 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Cun / +6 Dex Rings make your fingers look great! |
On fingers | Ivota the steel ring Ivota the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% acid / +24% cold Changes resistances penetration: +10% physical Changes damage: +12% cold Stun/Freeze immunity: +44% Life regen: +6.00 Rings make your fingers look great! |
Around neck | steel amulet 'Xadhemira' steel amulet 'Xadhemira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +5 Dex / +5 Wil / +3 Cun / +3 Con Talent masteries: +0.17 Technique / Assassination +0.17 Technique / Combat training Physical save: +5 (+1 eff.) Life regen: +3.00 Equilibrium when hit: +0.08 Maximum life: +37.00 Maximum hate: +8.00 Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
In main hand | truestriking steel dagger of shearing (13-17 power, 6 apr) truestriking steel dagger of shearing (13-17 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 51 damage and reducing their armor When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +5% physical / +7% all Sharp, short and deadly. |
Around waist | Blazeshine BlazeshinePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: -6% Changes stats: +3 Str / +4 Dex / +4 Wil / +3 Cun Changes resistances penetration: +10% light Changes damage: +3% blight Maximum encumbrance: +40 Physical save: +23 (+7 eff.) Spell save: +14 (+7 eff.) Mental save: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +2 A belt that goes around your waist. |
In off hand | Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon hit: * splashes acid on your target dealing 48 damage and reducing their armor On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | cashmere cloak 'Murksteel' (2 def, 0 armour) cashmere cloak 'Murksteel' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Dex / +5 Cun / +2 Con Changes resistances penetration: +20% lightning Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Flaremortal' (20 def, 12 armour) drakeskin leather armour 'Flaremortal' (20 def, 12 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +12 Armour Hardiness: +20% Defense: +20 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 4 arcane Changes resistances: +8% mind / +9% fire Changes damage: +12% arcane Critical mult.: +16.00% Mental save: +17 (+6 eff.) Life regen: +4.00 Maximum life: +50.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
medical injector implant of the wizard (efficiency 103% / cooldown 61%) medical injector implant of the wizard (efficiency 103% / 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: 1 Travel Speed: 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 61%. 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.. |
steam generator implant of the sneak (steam 12) steam generator implant of the sneak (steam 12)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 474%; cd 11) movement infusion (speed 474%; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 474% 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. |
Prismatic Rune (6 turns; temporal, arcane, blight, fire, mind, physical) Prismatic Rune (6 turns; temporal, arcane, blight, fire, mind, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 arcane, 4 blight, 3 fire, 4 mind, 4 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns) Rune of the Rift (238.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 44; cd 18) shatter afflictions rune of the warrior (absorb 44; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 Recycler 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: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking TouchRequires: - 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: Winterchill Edge schematic: Winterchill 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
Nerytta the gold amulet Nerytta the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +4 Defense: +20 (+4 eff.) Changes stats: +7 Str Changes resistances penetration: +25% physical Maximum stamina: +20.00 Amulets make your neck look great! |
Strikesun StrikesunPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +11 Physical power: +5 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 lightning / 4 physical Changes stats: +2 Dex / +3 Mag Changes damage: +5% acid / +5% fire / +5% cold / +6% lightning Critical mult.: +12.00% Life regen: +2.00 Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 5.5 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to 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 Activation costs 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? |
conjurer's gold ring of tenacity conjurer's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +28.00 Spellpower: +9 (+8 eff.) Rings make your fingers look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
marksman's gold ring of luminosity marksman's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Damage (Melee): 13 light Damage (Ranged): 19 light Changes stats: +4 Dex / +2 Mag Changes damage: +12% light Rings make your fingers look great! |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +7.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
treant's stralite ring of lightning (+7%) treant's stralite ring of lightning (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +7% blight / +9% nature / +22% lightning Changes damage: +11% lightning Poison immunity: +16% Disease immunity: +17% Rings make your fingers look great! |
Flashfury (28-36 power, 9 apr) Flashfury (28-36 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 fire Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 8 blight Changes resistances penetration: +20% fire Changes damage: +27% fire Disarm immunity: +38% Sharp, short and deadly. |
Zakath (19-25 power, 7 apr) Zakath (19-25 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +14% Unnatural When wielded/worn: Changes stats: +1 Con / +1 Wil Changes resistances: +6% fire / +3% cold Critical mult.: +20.00% Spell save: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 4.5 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Signal SignalRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 125% Firing range: +7 Travel speed: +300% Damage conversion: 80% fire burn Attacks use: 2.0 Steam It can be used to activate talent Flare (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 40 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
Arcbrace ArcbraceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances penetration: +5% lightning Critical mult.: +15.00% Trap disarming bonus: +12 Stealth bonus: +10 Stamina each turn: +3.00 Infravision radius: +3 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Frostterror the linen cloak (16 def, 2 armour) Frostterror the linen cloak (16 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +16 (+3 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +3% acid Changes resistances penetration: +5% cold Cut immunity: +10% Disarm immunity: +20% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Offalgrinder the pair of rough leather boots (0 def, 1 armour) Offalgrinder the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 2 darkness Changes resistances: +9% light Changes damage: +3% nature / +3% light Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
stealthy pair of hardened leather boots of phasing (0 def, 3 armour) stealthy pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +2 Mag / +2 Wil / +7 Lck Stealth bonus: +5 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
Growkin (0 def, 1 armour) Growkin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Dex / +3 Cun Changes resistances: +6% cold Changes damage: +3% nature Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
Blazeshine (9 def, 16 armour) Blazeshine (9 def, 16 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 17% Damage (Melee): 7 fire Damage (Ranged): 6 fire Changes resistances: +26% fire / +14% physical Changes damage: +3% lightning / +12% fire / +3% acid A suit of armour made of leather. |
9 agate 9 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. |
306 alchemist agate 306 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eilinymima the brass lantern Eilinymima the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Critical mult.: +5.00% Physical save: +5 (+1 eff.) Spell save: +9 (+5 eff.) Psi when hit: +0.04 Mindpower: +5 (+2 eff.) Light radius: +3 Healing mod.: +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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 21 power out of 25/25) : Effective talent level: 3.5 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 61.30 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 61.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Crystal Focus 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb 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 Extractor 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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 166 power out of 306/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Airransom [power 110] (13 cooldown) Airransom [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% nature Changes resistances penetration: +5% lightning Changes damage: +6% lightning Mindpower: +5 (+2 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Maloneg the Charrupture [power 67] (21 cooldown) Maloneg the Charrupture [power 67] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Con Changes resistances: +9% light Changes resistances penetration: +10% fire Changes damage: +6% fire Infravision radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 215] (13 cooldown) dwarven-steel torque of mindblast [power 215] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (13 cooldown) elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Deepslore' [power 362] (13 cooldown) elven-wood totem of stinging 'Deepslore' [power 362] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +24% acid / +9% lightning Changes resistances penetration: +10% darkness Changes damage: +15% lightning / +24% darkness / +9% acid It can be used to sting an enemy dealing 362 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 66. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of summon tentacle [power 245] (29 cooldown) overpowered ash totem of summon tentacle [power 245] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 496 Base Damage: 261 Armor: 4 All Resist: 3 Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of stinging [power 182] (13 cooldown) powerful ash totem of stinging [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 39 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
overpowered elm wand of shielding [power 170] (25 cooldown) overpowered elm wand of shielding [power 170] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
5 citrine 5 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. |
12 zircon 12 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
By Roga the Shalore Rogue level 27
28th Regrowth 123rd year of Ascendancy at 14:04 see stats
By Roga the Shalore Rogue level 18
2nd Haze 122nd year of Ascendancy at 11:31 see stats
By Roga the Shalore Rogue level 17
54th Dusk 122nd year of Ascendancy at 06:01 see stats
By Roga the Shalore Rogue level 19
30th Haze 122nd year of Ascendancy at 22:47 see stats
By Roga the Shalore Rogue level 25
65th Haze 122nd year of Ascendancy at 12:28 see stats
By Roga the Shalore Rogue level 10
1st Flare 122nd year of Ascendancy at 01:10 see stats
By Roga the Shalore Rogue level 20
40th Haze 122nd year of Ascendancy at 19:23 see stats
By Roga the Shalore Rogue level 27
23rd Regrowth 123rd year of Ascendancy at 14:10 see stats
By Roga the Shalore Rogue level 27
5th Decay 122nd year of Ascendancy at 17:20 see stats
By Roga the Shalore Rogue level 27
2nd Decay 122nd year of Ascendancy at 09:35 see stats
By Roga the Shalore Rogue level 26
80th Haze 122nd year of Ascendancy at 07:24 see stats
By Roga the Shalore Rogue level 27
28th Regrowth 123rd year of Ascendancy at 14:04 see stats
By Roga the Shalore Rogue level 17
55th Dusk 122nd year of Ascendancy at 01:43 see stats
By Roga the Shalore Rogue level 8
1st Summertide 122nd year of Ascendancy at 06:43 see stats
By Roga the Shalore Rogue level 27
28th Regrowth 123rd year of Ascendancy at 14:04 see stats
By Roga the Shalore Rogue level 27
8th Decay 122nd year of Ascendancy at 07:41 see stats
By Roga the Shalore Rogue level 25
62nd Haze 122nd year of Ascendancy at 07:42 see stats
By Roga the Shalore Rogue level 16
52nd Dusk 122nd year of Ascendancy at 10:50 see stats
By Roga the Shalore Rogue level 28
40th Regrowth 123rd year of Ascendancy at 20:38 see stats
Log
You gain 6.37 gold from the melting of stormbringer's dwarven-steel dagger of massacre (28-37 power, 7 apr).
You gain 0.71 gold from the melting of insulating gold amulet.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Roga uses Create Tinker.
Ran for 3 turns (stop reason: interesting character).
Roga deactivates Stealth.
Talent Track is ready to use.
Roga uses Track.
Lore found: Transmogrification Chest
You can read all your collected lore in the game menu, by pressing Escape.
Talent Stealth is ready to use.
Roga activates Stealth.
Roga drops on the floor: Forbidden Tome: "The Day It Came".
Your Forbidden Tome: "The Day It Came" is magically sorted by the storage room.
Talent Track is ready to use.
Roga uses Track.
Roga drops on the floor: Cut Drem Arm.
Your Cut Drem Arm is magically sorted by the storage room.
Connection to online server lost, trying to reconnect.
Connection to online server established.