
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Forbidden Cults 1.6.0Official 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.
Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 105% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 7 on the 16th Retaking 124th year of Ascendancy at 12:40 0 / 8Killed by sun paladin at level 9 on the 25th Retaking 124th year of Ascendancy at 12:50 Killed by sunwall archer at level 9 on the 25th Retaking 124th year of Ascendancy at 21:11 Killed by High Sun Paladin Aeryn at level 30 on the 33rd Revenge 124th year of Ascendancy at 23:31 Killed by steam defence turret at level 46 on the 46th Dearth 124th year of Ascendancy at 20:01 Killed by steam defence turret at level 47 on the 47th Dearth 124th year of Ascendancy at 00:19 Killed by steam defence turret at level 47 on the 47th Dearth 124th year of Ascendancy at 01:37 Killed by worm that walks at level 50 on the 48th Dearth 124th year of Ascendancy at 21:00 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 42 (base 29) |
| Magic | 113 (base 60) |
| Willpower | 67 (base 60) |
| Cunning | 68 (base 60) |
Resources
| Life | -178/1181 |
| Mana | 226/226 |
| Steam | 90/90 |
| Healing Factor | 0.66895030560723 |
| Regeneration | 11.539392771725 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +10% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 25.509558416029 |
| See Invisible | 59.288813554905 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 22 |
| Crit Chance | 42% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 100 |
| Crit Chance | 100% |
| Speed | 0.90909090909091 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Acid | +4% |
| Lightning | +15% |
| Temporal | +8% |
| Cold | +5% |
| Arcane | +30% |
| Fire | +47% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +52% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 29.230284242474 (30%) |
| Defense | 47 |
| Ranged Defense | 53 |
| Fatigue | 18 |
| Physical Save | 38 |
| Spell Save | 56 |
| Mental Save | 41 |
Defense: Resistances
| Arcane | + 43%( 70%) |
| Cold | + 36%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 26%( 70%) |
| Darkness | + 27%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Silence Resistance | 76% |
| Teleport Resistance | 100% |
| Stun Resistance | 60% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 794 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 184 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (7890 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 73 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
Class Talents
| Spell / Occult technomancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 7/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Feather Wind |
| talent | Keen Senses |
| talent | Phantasmal Shield |
| talent | Blur Sight |
| talent | Metaphasic Spin |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Arcane Power |
| talent | Premonition |
| talent | Shielding |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): 2 turns - Rod (2): 3 turns - Rod (3): available |
| detrimental effect | Slowed by 50% and taking 110 crushing damage per turn. Imploding (slow) |
| detrimental effect | The target is hexed, granting it 40% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | Reduces lightning damage received by 42%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The time distortion has created a restoration field, healing the target for 104 each turn. Temporal Restoration Field |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 14% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, doing 81.04 blight damage per turn and reducing healing received by 98%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | The mana surge engulfs the target, regenerating 85.76 mana per turn. Surging mana |
| beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| detrimental effect | Cannot heal higher than 1181 life. Blood Lock |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Physical save: +15 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +5.00 Stamina each turn: +0.30 Maximum stamina: +15.00 Healing mod.: +13% A pair of boots made of leather. |
| Light source | RotladyInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 4 physical Changes stats: +6 Str / +5 Dex Changes resistances: +6% nature Changes damage: +12% fire Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum life: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Artholathadin the hardened leather hat (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Changes stats: +9 Lck Changes resistances: +3% cold / +14% nature / +6% light Spell save: +7 (+2 eff.) Stamina when hit: +0.80 Equilibrium when hit: +0.70 Maximum life: +70.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +13% A hat made of leather. Very stylish. |
| Tool | supercharged elven-wood wand of shielding [power 474] (26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 960 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+5 eff.) Life regen: +12.00 Maximum life: +71.00 Healing mod.: +16% Rings can have magical properties. |
| On fingers | conjurer's stralite ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +6 Mag Silence immunity: +36% Mana each turn: +0.10 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of the vagrant Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Con Mental save: +8 (+2 eff.) Stamina each turn: +0.30 Mana each turn: +0.46 Psi each turn: +0.30 Maximum mana: +28.00 Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In main hand | ethereal dragonbone magestaff of might (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +5.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +17% Damage Shield penetration: +13% Damage Shield Power: +10% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Talent granted: +3 Voltaic Sentry N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Talent granted: +4 Arcane Dynamo Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +30% lightning / +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.8 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 187.47 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | archmage's steel amulet of magic (+6)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +4% acid / +5% fire / +5% lightning / +5% cold Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
Prismatic Rune (6 turns; lightning, temporal, darkness, blight, acid, 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: 20 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 temporal, 4 darkness, 3 blight, 5 acid, 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. |
blink rune of the wizard (range 7; phase 26; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 spell talent. |
4 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +23% Amulets can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
steel ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +28% Mana each turn: +0.12 Rings can have magical properties. |
titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul (176% power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) 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.fungal dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +18.0% Changes stats: +6 Con Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 302 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
cruel yew magestaff of might (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of the prodigy (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 25 fire Changes stats: +9 Mag / +14 Wil / +10 Cun Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +22 (+3 eff.) Spell crit. chance: +5% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
elemental stralite steamsaw (136% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stat: 100% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * Create an explosion dealing 150 lightning damage (1/turn) Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances penetration: +9% lightning Changes damage: +6% lightning 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! |
Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 216 damage and damages attackers striking the wearer for 34 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 A belt that goes around your waist. |
Earontir the Morbusstalker (22 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+11 eff.) Defense: +22 (+7 eff.) Fatigue: -6% Changes resistances: +3% nature / +0% lightning Spell save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Stun/Freeze immunity: +0% Teleport immunity: +20% Maximum life: +54.00 Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +0% lightning / +15% cold Physical save: +10 (+4 eff.) Stun/Freeze immunity: +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +9% all Changes damage: +10% darkness Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of speed (0 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of invasion (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +11% physical Spellpower: +9 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-9 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +4% temporal / +7% light / +8% fire / +7% nature / +7% acid / +6% blight / +6% cold / +6% darkness Life regen: +4.00 Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of frost (+15%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun Changes resistances: +15% cold Changes damage: +10% cold Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.mindcaging voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Wil Changes resistances: +19% mind Mental save: +23 (+7 eff.) Confusion immunity: +38% Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
64 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. |
22 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. |
15 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. |
25 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
25 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. |
6 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. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
void-walker's dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +7% temporal / +7% cold Mental save: +12 (+4 eff.) Light radius: +5 See stealth: +16 See invisible: +12 Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+6 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
34 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. |
12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
24 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 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. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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: +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. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Atsign the Kruk Yeti Archmage level 7
16th Retaking 124th year of Ascendancy at 11:35 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Atsign the Kruk Yeti Archmage level 10
27th Retaking 124th year of Ascendancy at 05:39 see stats
Exterminator
Killed 1000 creatures.By Atsign the Kruk Yeti Archmage level 30
14th Pain 124th year of Ascendancy at 15:33 see stats
Level 10
Got a character to level 10.By Atsign the Kruk Yeti Archmage level 10
26th Retaking 124th year of Ascendancy at 13:46 see stats
Level 20
Got a character to level 20.By Atsign the Kruk Yeti Archmage level 20
49th Retaking 124th year of Ascendancy at 05:22 see stats
Level 30
Got a character to level 30.By Atsign the Kruk Yeti Archmage level 30
25th Revenge 124th year of Ascendancy at 18:01 see stats
Level 40
Got a character to level 40.By Atsign the Kruk Yeti Archmage level 40
45th Pain 124th year of Ascendancy at 02:11 see stats
Level 50
Got a character to level 50.By Atsign the Kruk Yeti Archmage level 50
48th Dearth 124th year of Ascendancy at 00:22 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Atsign the Kruk Yeti Archmage level 49
47th Dearth 124th year of Ascendancy at 22:01 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Atsign the Kruk Yeti Archmage level 44
26th Dearth 124th year of Ascendancy at 10:30 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Atsign the Kruk Yeti Archmage level 49
47th Dearth 124th year of Ascendancy at 22:01 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Atsign the Kruk Yeti Archmage level 30
26th Revenge 124th year of Ascendancy at 05:38 see stats
Size matters
Did over 600 damage in one attack.By Atsign the Kruk Yeti Archmage level 23
6th Revenge 124th year of Ascendancy at 10:33 see stats
That was close
Killed your target while having only 1 life left.By Atsign the Kruk Yeti Archmage level 50
48th Dearth 124th year of Ascendancy at 21:00 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Atsign the Kruk Yeti Archmage level 40
45th Pain 124th year of Ascendancy at 16:46 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Atsign the Kruk Yeti Archmage level 24
7th Revenge 124th year of Ascendancy at 00:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Atsign the Kruk Yeti Archmage level 36
34th Pain 124th year of Ascendancy at 03:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Atsign the Kruk Yeti Archmage level 15
36th Retaking 124th year of Ascendancy at 00:14 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Atsign the Kruk Yeti Archmage level 50
48th Dearth 124th year of Ascendancy at 20:46 see stats
Log
Velibremira the devourer hits Atsign for (9 to time), 0 arcane (0 total damage).
Carrion worm mass's wormblight area effect hits Atsign for (2 to time), 0 blight (0 total damage).
Nerata the luminous horror's light area effect hits Atsign for (49 to time), 0 light (0 total damage).
Dredgling hits Atsign for (9 to time), 0 arcane (0 total damage).
Personal New Achievement: That was close!
Nerata the luminous horror casts Firebeam.
Nerata the luminous horror uses Metalstar.
Atsign damages himself through Martyrdom!
Drem hits Atsign for (6 to time), 0 lightning (0 total damage).
Hurricane from Atsign hits Velibremira the devourer for 140 lightning damage.
Hurricane from Atsign hits Nerata the luminous horror for 93 lightning damage.
Hurricane from Atsign hits Drem for 140 lightning damage.
Hurricane from Atsign hits Nerata the luminous horror for 90 lightning damage.
Hurricane from Atsign hits Dremling for 135 lightning damage.
Hurricane from Atsign hits Velibremira the devourer for 113 lightning damage.
Hurricane from Atsign hits Dredgling for 113 lightning damage.
Dredgling hits Atsign for (4 to time), 0 lightning (0 total damage).
Something hits Atsign for (6 to time), 0 lightning (0 total damage).
Velibremira the devourer hits Atsign for (4 to time), 0 lightning, (5 to time), 0 lightning (0 total damage).
Something hits Atsign for (5 to time), 0 lightning, (6 to time), 0 lightning (0 total damage).
Dremling hits Atsign for (5 to time), 0 lightning (0 total damage).
Nerata the luminous horror hits Atsign for (4 to time), 0 lightning, (4 to time), 0 lightning (0 total damage).
Something hits Atsign for (6 to time), 0 lightning (0 total damage).
Something hits Atsign for (5 to time), 0 lightning (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around Atsign stabilizes to normal.
The powerful time-altering energies generate a restoration field on Atsign.
A carrion worm mass bursts out of Atsign!
Atsign is free from the worm rot.
Saving game...








































































































































