










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Embers of Rage 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. UI Pack: Plumpkins! 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official 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.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dread |
| Class | Doombringer |
| Level / Exp | 39 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 39 on the 22nd Retaking 125th year of Ascendancy at 01:01 / 1 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 35 (base 10) |
| Constitution | 23 (base 18) |
| Magic | 72 (base 59) |
| Willpower | 34 (base 10) |
| Cunning | 57 (base 29) |
Resources
| Mana | 244/448 |
| Vim | 171/262 |
| Life | -196/1090 |
| Stamina | 30/304 |
| Steam | 100/100 |
| Healing Factor | 1.6799022211821 |
| Regeneration | 37.377824421301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 8 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 45 |
| Crit Chance | 38% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Light | +26% |
| Mind | +12% |
| Nature | +26% |
| Physical | +8% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Mind | +25% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.151787968034%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 33 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 52%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 53%( 70%) |
| Lightning | + 29%( 70%) |
| Mind | 0%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 38% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns. |
| 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 139% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 88%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Dreadmaster | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.61 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Undead / Dreadlord | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Wight | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.61 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 Erúan 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 |
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 |
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 |
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. | active |
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'Haïb 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 |
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 | Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (63 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (109 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +26% light Light radius: +9 See stealth: +8 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Islanne the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +3% Changes stats: +10 Cun / +6 Wil Changes resistances: +2% physical / +14% light / +15% darkness Changes resistances penetration: +15% physical Changes damage: +12% mind Critical mult.: +20.00% Mental save: +15 (+7 eff.) Maximum stamina: +30.00 A cap made of leather. |
| Tool | Stokenail (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str / +2 Dex / +3 Mag / +2 Cun / +5 Con Changes resistances: +15% fire Reduces incoming crit damage: 15.00% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | KindleoozerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes resistances: +9% light / +12% fire Changes resistances penetration: +25% arcane Stun/Freeze immunity: +38% Life regen: +6.00 Spellpower: +25 (+7 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Tirakai's Maul (56-73 power, 12 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 10% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 41 damage and reducing their armor Damage (radius 2) on crit: +48 dazing lightning When wielded/worn: Changes stats: +16 Dex / +16 Cun / +8 Mag Changes damage: +36% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Windborne Azurite: Lightning It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Talent granted: +3 Spring Grapple Disarm immunity: +0% Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 163.77 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Mirelace (0 def, 24 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Armour Hardiness: +0% Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +4 Wil Changes resistances: +19% blight / +3% nature / +16% darkness / +19% lightning Changes damage: +18% nature Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Light radius: +2 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Eremygodas' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +13% blight / +10% cold / +23% nature Changes resistances penetration: +25% mind Life regen: +7.00 Equilibrium when hit: +0.08 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+5 eff.) Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's stralite amulet of perfection (0.31 Corruption / Demonic strength,0.31 Corruption / Oppression)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% physical Talent masteries: +0.31 Corruption / Demonic strength +0.31 Corruption / Oppression Stamina each turn: +0.60 Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 312; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 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 nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery 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. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Radianceraze' (40-61 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +30 (+8 eff.) Changes stats: +4 Dex Changes resistances: +9% light Only die when reaching: -60.00 life Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +11 fire Damage (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +12% fire Changes damage: +30% fire Global speed: +2% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.manaburning stralite longsword of shearing (32-46 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +5 Changes resistances penetration: +11% all Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Stokehacker (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness / +16 fire Damage (radius 1) on hit: +20 darkness / +12 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 37% Changes resistances: +12% fire Changes damage: +6% fire Talent granted: +1 Attune Mindstar Life regen: +1.30 Maximum life: +34.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.caller's pulsing mindstar (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +6% acid / +6% fire / +5% cold / +7% physical Changes damage: +13% acid / +8% fire / +9% cold / +13% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +19 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wrathful pulsing mindstar of sand (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 physical Changes resistances: +5% physical Changes resistances penetration: +17% physical Changes damage: +8% physical Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.stralite steamgun 'Furnacewreath' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +16 blight Damage (radius 2) on crit: +12 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +11 (+3 eff.) Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +6 Str Changes resistances: +5% arcane / +12% fire Changes damage: +12% arcane / +12% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite steamsaw (32-48 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +4 Con Changes resistances penetration: +9% physical Talent granted: +2 Block Disarm immunity: +22% 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.Raintreason (18-26 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 temporal Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +10 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature / 4 temporal Changes resistances: +18% nature Changes resistances penetration: +11% all One-handed war axes. |
This item will automatically be transmogrified when you leave the level.blurring hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Stealth bonus: +8 Mental save: +7 (+3 eff.) Spellpower: +6 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Branuhell the Glintarc (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 light Changes stats: +4 Str / +4 Wil Changes resistances: +12% acid Changes damage: +15% acid Mental save: +17 (+8 eff.) Psi when hit: +0.24 Maximum hate: +10.00 Light radius: +2 A hat made of leather. Very stylish. |
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 (-4 eff.) Defense: -10 (-6 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-5 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.clarifying cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +5 Cun / +4 Con Changes damage: +10% arcane Mental save: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.fearwoven cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% lightning / +5% temporal / +16% darkness / +5% fire / +5% nature / +5% acid / +10% physical / +5% blight / +5% cold / +5% light Changes damage: +14% darkness / +9% physical Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.thaloren dwarven-steel helm of strength (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Wil Changes resistances: +11% blight Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's hardened leather hat of strength (+9) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +4 Wil Changes resistances: +8% physical Physical save: +10 (+5 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
50 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. |
35 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. |
14 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. |
23 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
16 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
dwarven-steel pickaxe of predation (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +1 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
30 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. |
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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
38 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. |
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. |
great fiery salve [power 18] great fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 13] potent frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent water salve [power 13] potent water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 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. |
This item will automatically be transmogrified when you leave the level.innervating stralite torque of gale force [power 300] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking enemies back 11 spaces and dealing 324 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
17 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 CoreRequires: - Level 25 Powered 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. This item has been sent to the Item's Vault. |
27 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. |
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. |
2 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Turihek the Wight Doombringer level 12
25th Retaking 124th year of Ascendancy at 15:55 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Turihek the Dread Doombringer level 32
6th Dearth 124th year of Ascendancy at 02:01 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Turihek the Dread Doombringer level 29
20th Revenge 124th year of Ascendancy at 09:28 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Turihek the Dread Doombringer level 32
6th Dearth 124th year of Ascendancy at 06:29 see stats
Level 10 (Roguelike)
Got a character to level 10.By Turihek the Wight Doombringer level 10
19th Retaking 124th year of Ascendancy at 15:46 see stats
Level 20 (Roguelike)
Got a character to level 20.By Turihek the Wight Doombringer level 20
51st Retaking 124th year of Ascendancy at 03:05 see stats
Level 30 (Roguelike)
Got a character to level 30.By Turihek the Dread Doombringer level 30
21st Revenge 124th year of Ascendancy at 22:37 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Turihek the Dread Doombringer level 35
44th Destruction 124th year of Ascendancy at 11:39 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Turihek the Dread Doombringer level 32
6th Dearth 124th year of Ascendancy at 20:47 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Turihek the Wight Doombringer level 24
14th Revenge 124th year of Ascendancy at 05:43 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Turihek the Dread Doombringer level 32
7th Dearth 124th year of Ascendancy at 01:25 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Turihek the Wight Doombringer level 17
41st Retaking 124th year of Ascendancy at 08:13 see stats
Log
Shield of Light misses Turihek.
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [23 healing].
Melee retaliation hits High Sun Paladin Aeryn for 24 blight, 34 fire, 2 arcane (60 total damage).
High Sun Paladin Aeryn hits Turihek for 1026 physical, 8 light (1034 total damage).
Dread receives 156 healing.
Turihek receives 3 healing from Devouring flames from Turihek.
Turihek receives 257 healing.
Burning from Turihek hits High Sun Paladin Aeryn for 92 fire damage.
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
The protective shield of Turihek disappears.
Turihek casts Rune: Shielding.
A shield forms around Turihek.
Turihek casts Abduction.
High Sun Paladin Aeryn notices you at the last moment!
High Sun Paladin Aeryn slows down.
Turihek casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
High Sun Paladin Aeryn notices you at the last moment!
Turihek's spell attains critical power!
Turihek HEALS from lightning damage!
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [47 healing].
Turihek hits High Sun Paladin Aeryn for 138 lightning, 14 light, 35 acid, 18 fire, 195 lightning, 14 light, 29 fire (444 total damage).
Melee retaliation hits Turihek for (3 absorbed), 0 lightning, 4 healing, (5 absorbed), 0 light, (3 absorbed), 0 lightning, 4 healing, 0 light (0 total damage) [7 healing].
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Your shield crumbles under the damage!
The shield around Turihek crumbles.
Melee retaliation hits High Sun Paladin Aeryn for 18 blight, 27 fire, 2 arcane (46 total damage).
High Sun Paladin Aeryn hits Turihek for (120 absorbed), 699 physical (699 total damage).
Turihek the level 39 dread doombringer was squished to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.
















































































































