Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Convenient Digging 1.5.5 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 32 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Layima the bandit at level 19 on the 73rd Haze 122nd year of Ascendancy at 23:29 / 2Killed by corrupted mastocytic feeder at level 32 on the 28th Regrowth 123rd year of Ascendancy at 21:00 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 65 (base 58) |
| Magic | 51 (base 60) |
| Willpower | 9 (base 10) |
| Cunning | 4 (base 20) |
Resources
| Life | -26/787 |
| Insanity | 36/100 |
| Steam | 100/100 |
| Healing Factor | 1.1122956520061 |
| Regeneration | 11.067341737461 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +558% |
| Spell | +36.064435071555% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 21 |
| Crit Chance | 0% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 6% |
| Speed | 0.73494590961562 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Acid | +10% |
| Light | +8% |
| Temporal | +13% |
| Darkness | +66% |
| Physical | +3% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +45% |
| Temporal | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 100.6185701521 (100%) |
| Defense | 27 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 23 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 58%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 60% |
| Blind Resistance | 30% |
| Silence Resistance | 61% |
| Bleed Resistance | 50% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 60%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Revelation |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Atrophy |
| detrimental effect | The target is wasting away from entropic forces, taking 8 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 78.01 blight damage per turn. Blight Poison |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
| detrimental effect | The target is poisoned, taking 39.48 blight damage per turn and decreasing all heals received by 79%. Insidious Blight |
| detrimental effect | The target has 18 reduced saves and defense, and 12% reduced critical chance. 6 Jinx |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Moving at extreme speed (548% faster). Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The target is poisoned and sick, doing 25.85 blight damage per turn. All damage it does is reduced by 55%. Numbing Blight |
| beneficial effect | Increases spellcast speed by 36%. 9 Temporal Feast |
| detrimental effect | The target is being driven mad by the void, taking 44.76 darkness damage per turn and reducing all powers by 44. Dark Whispers |
| detrimental effect | The target is poisoned and sick, doing 39.48 blight damage per turn. Each time it tries to use a talent there is 34% chance of failure. Crippling Blight |
| beneficial effect | The target has 8 increased saves and defense, and 6% increased critical chance. 4 Jinx |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 16. Atrophy |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Gloruraseth the white ooze. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Harkor'Zun. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed pouch of bone giant dust. 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 green worm. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. | 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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 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 | Murktaint the pair of rough leather boots (0 def, 1 armour) =Stun 23=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +3% temporal Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +23% A pair of boots made of leather. |
| Light source | piercing brass lantern of health =Life=Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Maximum life: +40.00 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. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil / +0 Cun Changes damage: +8% light Mental save: +0 (+0 eff.) Blindness immunity: +30% Silence immunity: +40% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 7.54 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Arthokalthovor (dig speed 30 turns) =Heal 15, Life=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +5 Str / +2 Dex / +1 Con Maximum life: +30.00 Movement speed: +10% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's steel ring of clarity =Conf 23=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Wil / +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Confusion immunity: +23% Stun/Freeze immunity: +24% Life regen: +1.30 Can be unequipped or rerolled. 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, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Girdle of the Calm Waters =Heal 30=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -16% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +40 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | potent yew starstaff of illumination (25-30 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 24.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Yvuna the hardened leather gloves (0 def, 19 armour) =Armor, Con 14=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +8% Changes stats: +6 Str / +4 Wil / +14 Con Changes resistances: +7% physical Changes damage: +3% physical Talent mastery: +0.20 Technique / Grappling Talent granted: +4 Iron Grip Physical save: +30 (+10 eff.) Disarm immunity: +117% Life regen: +2.20 Stamina each turn: +0.80 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) =Armor, Hardiness=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | elven-silk cloak 'Emota' (12 def, 0 armour) =Dark 16, Heal 10, Life=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+14 eff.) Defense: +12 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -9% Changes stats: +3 Str Changes resistances: +8% acid / +24% darkness / +8% fire / +9% cold / +29% lightning Changes resistances penetration: +19% darkness Changes damage: +16% darkness Stealth bonus: +21 Physical save: +20 (+6 eff.) Stun/Freeze immunity: +40% Life regen: +0.20 Stamina each turn: +0.20 Maximum life: +103.00 Maximum stamina: +26.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xagana the gold amulet =Stun 29, Armor=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +22% lightning Poison immunity: +10% Disease immunity: +15% Disarm immunity: +30% Stun/Freeze immunity: +29% Knockback immunity: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 88% / cooldown 64%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 88% efficiency and cooldown mod of 64%. 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.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 160% / cooldown 99%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 160% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 138% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 138% efficiency and cooldown mod of 76%. 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.. Press to compare to your current inscriptions |
healing infusion of the titan (heal 181)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 181 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 281 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 312 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 353 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (312% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 312% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (519% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 71 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 71 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 273 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 3 turns. Its effects scale with your Magic 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 ability. |
clarifying copper amulet =Conf 20=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Isovea the GlittergloryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Con Changes resistances: +15% light / +12% darkness Changes resistances penetration: +10% light Changes damage: +9% light Physical save: +8 (+2 eff.) Life regen: +1.40 Maximum life: +49.00 Light radius: +3 Amulets can have magical properties. |
restful gold amulet of teleportation =Teleport=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Teleport immunity: +50% Life regen: +0.90 It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
wizard's copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 21 light Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
NerabressraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Fatigue: -16% Changes stats: +4 Cun Changes resistances: +28% cold Changes damage: +14% cold Grants telepathy: Dragon Light radius: +3 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring of clarity =Conf 26=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +26% Rings can have magical properties. |
gold ring of time (+15%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring of the mind (+15%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% mind Changes damage: +15% mind Rings can have magical properties. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+10 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff of illumination (30-36 power, 6 apr, physical element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 18.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul (66.5-99.75 power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatsword of massacre (78-124.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+10 eff.) Defense: +10 (+5 eff.) Disarm immunity: +31% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun mace of phasing (45.5-63.7 power, 17 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +33% Blunt and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.Yvutha the Stormslicer (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 nature / +20 cold When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +3 Con Changes resistances penetration: +25% lightning Infravision radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Amaleg the voratun dagger (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal Damage against: +19% Unnatural When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +12 Changes stats: +4 Wil Changes resistances: +6% acid Changes resistances penetration: +10% physical Knockback immunity: +35% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Chamaleg the stralite steamsaw (34-51 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 34.0 - 51.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +72 On weapon hit: * 40% chance to disease Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage (Melee): 9 acid Damage when hit (Melee): 26 acid Changes resistances: +5% arcane Changes resistances penetration: +15% blight Changes damage: +9% arcane Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Zubuma the stralite steamsaw (30-45 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +30 (+14 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +10% Changes damage: +6% physical Talent granted: +2 Block Critical mult.: +6.00% Maximum stamina: +35.00 Deflect projectiles away: +16% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.hateful voratun steamsaw of temporal resistance (+15%) (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +92 Damage (Melee): +11 darkness Damage against: +12% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.voratun steamsaw (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.voratun steamsaw of cold resistance (+30%) (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +30% cold Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.dragonbone longbow Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of erosion (22/22, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Damage (Ranged): +11 nature / +13 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of lightning (+22%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +22% lightning Changes damage: +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Mental save: +23 (+11 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Gleammarrow (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage (Melee): 20 acid / 16 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +26% acid / +26% fire Changes resistances penetration: +10% light Grants telepathy: Demon/Minor Demon/Major Spell save: +18 (+9 eff.) Mana each turn: +0.36 Spell crit. chance: +4% Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +14% nature / +16% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of temporal resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +21% temporal A suit of armour made of mail. |
insulating rough leather belt of unlife =Unlife (Swap)=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neruba the pair of rough leather boots (3 def, 3 armour) =Heal 25 (Swap)=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -4% Changes stats: +1 Cun Grants telepathy: Dragon Stealth bonus: +0 Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Mental crit. chance: +1% Healing mod.: +25% A pair of boots made of leather. |
pair of rough leather boots 'Zubith' (0 def, 1 armour) =DSP 40 (Swap)=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 arcane Changes stats: +2 Cun / +2 Con Critical mult.: +10.00% Physical save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Damage Shield penetration: +40% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Sparkquarry the pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Wil / +6 Con Changes resistances: +15% mind / +18% lightning Changes resistances penetration: +25% mind / +10% physical Changes damage: +15% mind Mindpower: +9 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Isluth (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +5 Con Changes damage: +6% acid Spell save: +9 (+5 eff.) Mental save: +15 (+7 eff.) Blindness immunity: +15% Silence immunity: +30% Stun/Freeze immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Polubeth' (0 def, 4 armour) =Str 13 (Swap)=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +13 Str / +3 Wil / +5 Con Mental save: +8 (+4 eff.) Maximum life: +20.00 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
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. |
7 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
136 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. |
This item will automatically be transmogrified when you leave the level.dwarven lantern 'Greenking' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Cun Changes damage: +9% nature Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+5 eff.) Spell crit. chance: +3% Light radius: -6 Infravision radius: +9 Damage Shield penetration: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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), costing 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. |
powerful pain suppressor salve [power 135] powerful pain suppressor salve [power 135]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -135 life and reduces all damage by 13% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Rungof's Fang =Animal (Swap)=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. |
Tooth of the Mouth (dig speed 12 turns) =Dig (Swap)=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of the Iron Throne (dig speed 19 turns) =Life=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.woodsman's voratun pickaxe (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot =Stun Clear (Swap)=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level.shadowy dragonbone wand of conjuration [power 499] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 250 to 499, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Mirio the Cornac Cultist of Entropy level 28
5th Regrowth 123rd year of Ascendancy at 11:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mirio the Cornac Cultist of Entropy level 9
8th Flare 122nd year of Ascendancy at 17:14 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Mirio the Cornac Cultist of Entropy level 27
10th Allure 123rd year of Ascendancy at 14:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mirio the Cornac Cultist of Entropy level 23
10th Decay 122nd year of Ascendancy at 20:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mirio the Cornac Cultist of Entropy level 10
4th Dusk 122nd year of Ascendancy at 14:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mirio the Cornac Cultist of Entropy level 20
75th Haze 122nd year of Ascendancy at 05:30 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mirio the Cornac Cultist of Entropy level 30
13rd Regrowth 123rd year of Ascendancy at 18:21 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mirio the Cornac Cultist of Entropy level 17
39th Haze 122nd year of Ascendancy at 07:38 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Mirio the Cornac Cultist of Entropy level 27
1st Regrowth 123rd year of Ascendancy at 03:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Mirio the Cornac Cultist of Entropy level 28
1st Regrowth 123rd year of Ascendancy at 23:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mirio the Cornac Cultist of Entropy level 10
4th Dusk 122nd year of Ascendancy at 14:32 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mirio the Cornac Cultist of Entropy level 28
6th Regrowth 123rd year of Ascendancy at 00:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mirio the Cornac Cultist of Entropy level 12
11st Dusk 122nd year of Ascendancy at 03:16 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mirio the Cornac Cultist of Entropy level 26
9th Allure 123rd year of Ascendancy at 09:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mirio the Cornac Cultist of Entropy level 20
76th Haze 122nd year of Ascendancy at 18:53 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Mirio the Cornac Cultist of Entropy level 19
73rd Haze 122nd year of Ascendancy at 23:29 see stats
Log
Eluwyn the corrupted plasmic disruptor's Netherblast hits Mirio for (72 to entropy), 152 temporal, (31 to entropy), 65 darkness (216 total damage).
Nihil from Mirio hits Corrupted mastocytic feeder for 8 temporal damage.
Dark Whispers from Mirio hits Corrupted mastocytic feeder for 34 darkness damage.
Mirio fails to use Infusion: Regeneration.
Mirio loses 7 health to the entropy.
Mirio is not affected anymore by the salve.
Dark Whispers from Eluwyn the corrupted plasmic disruptor hits Mirio for 18 darkness damage.
Blight Poison from Corrupted mastocytic feeder hits Mirio for 43 blight damage.
Numbing Blight from Corrupted mastocytic feeder hits Mirio for 14 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Mirio for 22 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Hallucination for 20 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Mirio for 27 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Hallucination for 13 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Mirio for 18 blight damage.
Crippling Blight from Corrupted mastocytic feeder hits Mirio for 22 blight damage.
Corrupted mastocytic feeder struggles to resist the prophecy.
Corrupted mastocytic feeder misses Mirio.
Your summoned hallucination disappears.
Sanity Warp hits Corrupted mastocytic feeder for 8 darkness damage.
Nihil from Mirio hits Corrupted mastocytic feeder for 8 temporal damage.
Dark Whispers from Mirio hits Corrupted mastocytic feeder for 34 darkness damage.
Implant: Medical Injector is still on cooldown for 1 turns.
Mirio uses Infusion: Movement.
Mirio is moving freely.
Mirio is moving at extreme speed!
Corrupted mastocytic feeder's blight poison area effect hits Mirio for 18 blight damage.
Mirio loses 7 health to the entropy.
Saving game...



























































































































