Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.5.0Allows 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 40 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Emelrath the rattlesnake at level 13 on the 60th Haze 122nd year of Ascendancy at 20:03 5 / 2Killed by Isidheta the orc assassin at level 16 on the 8th Decay 122nd year of Ascendancy at 16:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 27) |
| Dexterity | 62 (base 46) |
| Constitution | 26 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 71 (base 53) |
| Cunning | 63 (base 46) |
Resources
| Life | 829/829 |
| Stamina | 360/360 |
| Equilibrium | 48 |
| Healing Factor | 1.4224489795918 |
| Regeneration | 3.3427551020407 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 41.423963940317 |
| See Invisible | 41.423963940317 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 49 |
| Crit Chance | 57% |
| APR | 128 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 96 |
| Accuracy | 49 |
| Crit Chance | 56% |
| APR | 112 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 65 (90.376569037657%) |
| Defense | 60 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 42 |
| Mental Save | 52 |
Defense: Resistances
| All | + 2%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 54% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| 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 159% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 167% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| talent | Trained Reactions |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of squid ink. * You've found the needed warg claw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 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 7% 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 (69 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (118 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 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 | Karegondil KaregondilCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +18% temporal Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cyramina the Burnbraze (5 def, 9 armour) Cyramina the Burnbraze (5 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 7 physical / 8 fire Changes stats: +3 Str / +4 Wil / +6 Cun Changes resistances: +7% blight / +3% fire / +2% all Physical save: +7 (+3 eff.) Mental save: +17 (+5 eff.) Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 232.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 162.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
| On fingers | voratun ring 'Stokereaper' voratun ring 'Stokereaper'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+8 eff.) Physical power: +10 (+3 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 fire Changes stats: +6 Str / +8 Dex / +7 Cun / +10 Con Changes resistances: +3% fire / +9% darkness / +6% cold Changes resistances penetration: +20% fire Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | gifted living mindstar of life (16.5-18.15 power, 109 apr, mind damage) gifted living mindstar of life (16.5-18.15 power, 109 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +109 Crit. chance: +21.0% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +31.00 Mindpower: +25 (+7 eff.) Mental crit. chance: +5% 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. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | manaburning pulsing mindstar of balance (14-15.4 power, 94 apr, nature damage) manaburning pulsing mindstar of balance (14-15.4 power, 94 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 86% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +94 Crit. chance: +20.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Changes resistances: +7% arcane Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +1.50 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% 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. |
| Cloak | Zubevea (10 def, 0 armour) Zubevea (10 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +4 Cun / +6 Wil Changes resistances: +7% acid / +3% darkness / +7% fire / +7% cold / +31% lightning Physical save: +5 (+2 eff.) Spell save: +20 (+7 eff.) Stun/Freeze immunity: +40% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningsear the hardened leather armour (12 def, 24 armour) Lightningsear the hardened leather armour (12 def, 24 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +24 Armour Hardiness: +20% Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +11% Changes stats: +1 Str / +4 Dex Changes damage: +9% lightning Critical mult.: +13.00% A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 153% / cooldown 61%) medical injector implant of the psychic (efficiency 153% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure mental) wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 33%; cure magical, physical) wild infusion of the psychic (resist 33%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+15 for 12 turns, die at -665) heroism infusion of the duelist (+15 for 12 turns, die at -665)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 12 turns. While Heroism is active, you will only die when reaching -665 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Galvanic Retributor schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Loradir' copper amulet 'Loradir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +16% light / +12% cold / +6% fire / +5% arcane / +11% darkness Blindness immunity: +25% Amulets can have magical properties. |
insulating copper amulet of dexterity (+2) insulating copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% fire / +10% cold Amulets can have magical properties. |
Blindbone BlindboneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes damage: +12% light / +24% arcane Talent mastery: +0.20 Technique / Dual techniques Light radius: +3 Amulets can have magical properties. |
steel amulet 'Gloomrock' steel amulet 'Gloomrock'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Wil Changes resistances: +14% light / +17% darkness Mental save: +30 (+9 eff.) Blindness immunity: +30% Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
Koryharandil KoryharandilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +6% nature / +6% light Changes resistances penetration: +25% mind Spell save: +18 (+6 eff.) Stun/Freeze immunity: +34% Amulets can have magical properties. |
clarifying gold amulet of mastery (0.17 Steamtech / Physics) clarifying gold amulet of mastery (0.17 Steamtech / Physics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% mind Talent mastery: +0.17 Steamtech / Physics Confusion immunity: +20% Amulets can have magical properties. |
gold amulet 'Emeletira' gold amulet 'Emeletira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +15% mind Changes damage: +12% mind Talent mastery: +0.28 Cunning / Survival Critical mult.: +25.00% Maximum psi: +30.00 Mental crit. chance: +3% Infravision radius: +3 Amulets can have magical properties. |
Dimdredge the copper ring Dimdredge the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil Changes damage: +3% darkness Mental save: +6 (+2 eff.) Confusion immunity: +20% Light radius: +3 Rings can have magical properties. |
gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Con Rings can have magical properties. |
Belylaith BelylaithInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% darkness / +9% acid Reduces incoming crit damage: 10.00% Physical save: +30 (+12 eff.) Spell save: +39 (+13 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +30% Teleport immunity: +10% Rings can have magical properties. |
Brodiroddalar BrodiroddalarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +8 Str / +5 Cun / +4 Con Changes resistances: +5% arcane Mental save: +7 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Rholeblek' steel ring 'Rholeblek'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% physical / +5% blight / +3% cold / +6% nature / +5% arcane Changes damage: +10% physical Spell save: +9 (+3 eff.) Poison immunity: +13% Disease immunity: +10% Rings can have magical properties. |
steel ring 'Vilewreck' steel ring 'Vilewreck'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +12% cold / +6% darkness Spell save: +6 (+2 eff.) Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +25% Maximum life: +25.00 Rings can have magical properties. |
steel ring 'Zedur' steel ring 'Zedur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% mind Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +28.00 Rings can have magical properties. |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +8 (+4 eff.) Rings can have magical properties. |
gladiator's gold ring of clarity gladiator's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +6 Con Mental save: +8 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +4.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Undeathroar the vined mindstar (6-6.6 power, 18 apr, mind damage) Undeathroar the vined mindstar (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str Changes damage: +3% acid / +9% nature Equilibrium when hit: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
gifted vined mindstar of balance (5.5-6.05 power, 18 apr, nature damage) gifted vined mindstar of balance (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+0 eff.) Equilibrium when hit: +0.90 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% 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. |
creative thorny mindstar of balance (7.5-8.25 power, 24 apr, mind damage) creative thorny mindstar of balance (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +10.00% Physical save: +3 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.00 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. |
creative thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage) creative thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +8.00% Life regen: +1.30 Maximum life: +17.00 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. |
gifted thorny mindstar of balance (7.5-8.25 power, 24 apr, nature damage) gifted thorny mindstar of balance (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +10 (+3 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. |
manaburning thorny mindstar of persecution (8.5-9.35 power, 24 apr, mind damage) manaburning thorny mindstar of persecution (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn * disrupts spell-casting Damage against: +12% Unnatural When wielded/worn: Changes resistances: +2% arcane 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. |
gifted pulsing mindstar of the jelly (13-14.3 power, 32 apr, nature damage) gifted pulsing mindstar of the jelly (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +6% acid Equilibrium when hit: +0.60 Mindpower: +13 (+4 eff.) Mental crit. chance: +4% 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. |
nature's pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) nature's pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +5% nature Disease immunity: +18% Life regen: +1.40 Maximum life: +34.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
nature's pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage) nature's pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes resistances: +4% blight Changes damage: +13% nature Disease immunity: +16% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Ivitta the Ebonysorrow Ivitta the EbonysorrowCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +2 (+1 eff.) Armour: +9 Defense: +9 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% darkness Stealth bonus: +6 A belt that goes around your waist. |
Growpython (1 def, 0 armour) Growpython (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Str / +2 Con Changes resistances: +6% nature Changes damage: +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ivumira' (2 def, 0 armour) cashmere cloak 'Ivumira' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +1 Dex / +8 Wil / +3 Con Grants telepathy: Demon/Minor Demon/Major Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Cracklestinger' (0 def, 1 armour) pair of rough leather boots 'Cracklestinger' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances: +15% lightning Changes damage: +3% lightning Maximum encumbrance: +21 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
pair of iron boots 'Betilena' (0 def, 3 armour) pair of iron boots 'Betilena' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +2 Cun / +4 Con Grants telepathy: Dragon Physical save: +11 (+5 eff.) Mental save: +12 (+4 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Dimschism' (0 def, 10 armour) pair of dwarven-steel boots 'Dimschism' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +6% nature / +9% blight Changes damage: +12% darkness Disarm immunity: +20% Confusion immunity: +10% Knockback immunity: +15% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Cracklesorrow the hardened leather cap (0 def, 15 armour) Cracklesorrow the hardened leather cap (0 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +0 Cun Changes resistances: +9% nature / +9% cold Allows you to breathe in: water Physical save: +3 (+1 eff.) Mental save: +0 (+0 eff.) Only die when reaching: -60.00 life A cap made of leather. |
Beloriatta (0 def, 13 armour) Beloriatta (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +13 Fatigue: +4% Changes stats: +2 Str / +1 Con Cut immunity: +20% Pinning immunity: +20% Knockback immunity: +10% Stamina when hit: +1.10 Equilibrium when hit: +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
9 aquamarine 9 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
2 emerald 2 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. |
4 garnet 4 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. |
2 quartz 2 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. |
776 alchemist agate 776 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. |
Lightdredge LightdredgeCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes stats: +7 Cun Changes resistances: +9% fire Changes resistances penetration: +25% light / +10% fire Changes damage: +18% light Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good poison groove good poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 22] potent frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 167% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (22% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 289] potent healing salve [power 289]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 167% efficiency and 55% cooldown modifier. It can be used to heal 289, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 26] powerful fiery salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 167% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (26% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 167% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 358] powerful healing salve [power 358]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 167% efficiency and 55% cooldown modifier. It can be used to heal 358, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 310] powerful pain suppressor salve [power 310]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 167% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -310 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 26] powerful water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 167% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Belilrawyn (dig speed 36 turns) Belilrawyn (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% blight / +5% arcane / +6% acid Stun/Freeze immunity: +5% Knockback immunity: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fulestir (dig speed 36 turns) Fulestir (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +3 Str / +1 Wil Changes resistances: +18% cold Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sparkvenom' (dig speed 38 turns) iron pickaxe 'Sparkvenom' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +3% mind / +6% lightning Changes resistances penetration: +25% mind Changes damage: +3% mind / +9% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Haridurak (dig speed 15 turns) Haridurak (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% blight Disarm immunity: +20% Pinning immunity: +10% Maximum life: +24.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urakath (dig speed 12 turns) Urakath (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Fatigue: -6% Changes stats: +8 Str / +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Maximum life: +22.00 Maximum stamina: +21.00 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: 5.2 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 +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glitterveil the steel torque of kinetic psionic shield [power 43] (20 cooldown) Glitterveil the steel torque of kinetic psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +8 Str / +4 Mag Changes damage: +15% light See invisible: +18 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 241] (8 cooldown) supercharged dwarven-steel torque of mindblast [power 241] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 9 beam dealing 120.50 to 241.00 mind damage, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Curehue [power 31] (20 cooldown) Curehue [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind / 8 nature Changes resistances penetration: +20% mind Changes damage: +12% mind It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Cuthiledin the Glintworm [power 37] (20 cooldown) Cuthiledin the Glintworm [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 acid Changes resistances: +15% light / +6% acid Changes resistances penetration: +5% light Changes damage: +9% acid It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Annah the Cornac Marauder level 40
11st Regrowth 124th year of Ascendancy at 08:01 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Annah the Cornac Marauder level 39
1st Wintertide 124th year of Ascendancy at 08:37 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Annah the Cornac Marauder level 17
75th Regrowth 123rd year of Ascendancy at 08:07 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Annah the Cornac Marauder level 25
43rd Dusk 123rd year of Ascendancy at 06:33 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Annah the Cornac Marauder level 12
21st Dusk 122nd year of Ascendancy at 23:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Annah the Cornac Marauder level 36
5th Decay 123rd year of Ascendancy at 05:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Annah the Cornac Marauder level 22
5th Dusk 123rd year of Ascendancy at 07:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Annah the Cornac Marauder level 31
63rd Haze 123rd year of Ascendancy at 04:32 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Annah the Cornac Marauder level 30
17th Haze 123rd year of Ascendancy at 08:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Annah the Cornac Marauder level 10
3rd Dusk 122nd year of Ascendancy at 08:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Annah the Cornac Marauder level 20
69th Pyre 123rd year of Ascendancy at 01:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Annah the Cornac Marauder level 30
15th Haze 123rd year of Ascendancy at 04:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Annah the Cornac Marauder level 40
1st Wintertide 124th year of Ascendancy at 08:37 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Annah the Cornac Marauder level 12
61st Dusk 122nd year of Ascendancy at 19:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Annah the Cornac Marauder level 25
42nd Dusk 123rd year of Ascendancy at 21:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Annah the Cornac Marauder level 28
5th Haze 123rd year of Ascendancy at 13:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Annah the Cornac Marauder level 10
4th Dusk 122nd year of Ascendancy at 01:12 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Annah the Cornac Marauder level 16
11st Regrowth 123rd year of Ascendancy at 01:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Annah the Cornac Marauder level 6
3rd Summertide 122nd year of Ascendancy at 09:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Annah the Cornac Marauder level 29
6th Haze 123rd year of Ascendancy at 10:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Annah the Cornac Marauder level 21
3rd Summertide 123rd year of Ascendancy at 13:56 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Annah the Cornac Marauder level 38
10th Decay 123rd year of Ascendancy at 02:27 see stats
Log
Today is the 79th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 11:03.
Today is the 80th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 1st Time of Balance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Annah deactivates Psiblades.
Annah deactivates Trained Reactions.
Annah deactivates Antimagic Shield.
