Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | QuickTome: Remove Stat Requirements 1.4.8 QuickTome: Sight Overhaul 1.4.8 QuickTome: Zone Overhaul 1.4.8 Ashes of Urh'Rok 1.4.0Official 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:
QuickTome: Event Changes 1.3.1 Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
QuickTome: Arena Skip 1.3.1 Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Remove Traps 1.3.1 Select your Escorts 1.4.8Allows 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. QuickTome: Item Tweaks 1.4.8 Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: QuickTome: Resource Tweaks 1.3.1 QuickTome: Orb of Communication 1.3.1 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Enchanter |
| Level / Exp | 56 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by ice wyrm at level 24 on the 27th Retaking 124th year of Ascendancy at 01:00 0 / 7Killed by Rissuin the shalore at level 30 on the 21st Revenge 124th year of Ascendancy at 06:37 Killed by Cyrorelaith the sunwall vindicator at level 33 on the 27th Pain 124th year of Ascendancy at 12:14 Killed by Vorawen the mecharachnid repairbot at level 40 on the 34th Pain 124th year of Ascendancy at 07:03 Killed by steam defence turret at level 41 on the 35th Pain 124th year of Ascendancy at 13:36 Killed by titan battlesmasher at level 49 on the 43rd Pain 124th year of Ascendancy at 09:42 Killed by saw horror at level 49 on the 43rd Pain 124th year of Ascendancy at 11:43 |
Primary Stats
| Strength | 136 (base 60) |
| Dexterity | 142 (base 66) |
| Constitution | 55 (base 13) |
| Magic | 118 (base 66) |
| Willpower | 43 (base 11) |
| Cunning | 76 (base 31) |
Resources
| Life | 1923/1923 |
| Mana | 348/348 |
| Healing Factor | 1.18 |
| Regeneration | 1.357 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +115% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 10 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 277 |
| Accuracy | 88 |
| Crit Chance | 67% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 116 |
| Accuracy | 86 |
| Crit Chance | 74% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | +33% |
Defense: Base
| Armour (hardiness) | 100.2 (93.924050632911%) |
| Defense | 62 |
| Ranged Defense | 75 |
| Fatigue | 12 |
| Physical Save | 71 |
| Spell Save | 39 |
| Mental Save | 51 |
Defense: Resistances
| All | 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 357% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity 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 349% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 992 damage for 7 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Disenchantment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Martial enchantments | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane enchantments | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Inanimation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Force | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Mana alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Steam Powered Armour |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Shielding |
| talent | Arcane Fire Shield |
| talent | Shield Guardian |
| talent | Shock Hands |
| talent | Inner Power |
| talent | Battlesurge |
| beneficial effect | You have 5 charges. Death Momentum |
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&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | 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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher&039;tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor&LIGHT_GREEN The Grumpy Shopowner | done |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet&LIGHT_GREENAmakthel. Voyage to the Center of Eyal | 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
| Psionic focus | Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +35 (+8 eff.) Fatigue: +11% Damage when hit (Melee): 25 lightning / 17 fire Changes resistances: +35% fire Reduce damage by fixed amount: +4 all Talent granted: +5 Block Physical save: +10 (+2 eff.) Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. This large shield was made using scales of many fire drakes from the lost land of Tar& |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Powered by steamtech Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Spring Grapple Critical mult.: +30.00% Physical save: +9 (+2 eff.) Disarm immunity: +118% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Light source | ethereal dwarven lantern of corpselight ethereal dwarven lantern of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +12% blight / +9% darkness Changes damage: +20% light Spellpower: +21 (+4 eff.) Spell crit. chance: +5% Light radius: +5 See stealth: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 32 blight damage or heals 36 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm Steam Powered Helm |
| On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Powered by steamtech Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +0% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +9 (+2 eff.) Pinning immunity: +125% Knockback immunity: +18% Teleport immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! |
| Tool | Korbek& Korbek&Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Bethyldarin the gold ring Bethyldarin the gold ring |
| On fingers | Ring of Lost Love Ring of Lost Love Requires: Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Damage affinity(heal): +20% lightning Change telepathy range by : +10 Grants telepathy: Humanoid Giant Movement speed: +15% Chance to avoid any damage: +8% You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | Gardanion, the Light of God Gardanion, the Light of God Requires: Powered by arcane forces Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+6 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spellpower: +40 (+8 eff.) Mindpower: +40 (+12 eff.) Allows you to speak and read the old Sher&LIGHT_GREENLASTLASTANTIQUE_WHITE{italic}{normal} |
| In main hand | cruel voratun sceptre of cold (42.5-59.5 power, 6 apr) cruel voratun sceptre of cold (42.5-59.5 power, 6 apr)Requires: Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Base power: 42.5 - 59.5 Uses stats: 125% Mag, 50% Con Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +16 Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 66 damage Lifesteal (this weapon only): +10% Damage (Melee): +25 fire Burst (radius 1) on hit: +35 cold When wielded/worn: Physical crit. chance: +10.0% Changes damage: +19% cold Critical mult.: +40.00% Spellpower: +15 (+3 eff.) Blunt and deadly. |
| Around waist | insulating drakeskin leather belt of shielding insulating drakeskin leather belt of shielding Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +14 (+4 eff.) Fatigue: +0% Changes resistances: +11% fire / +8% cold Maximum encumbrance: +0 Spell save: +2 (+1 eff.) Stun/Freeze immunity: +60% Slows Projectiles: +25% It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: Powered by arcane forces Infused by nature Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 70% Mag, 100% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +9 Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. * flashes light on your target dealing 56 damage Lifesteal (this weapon only): +10% Damage (Melee): +20 fire When wielded/worn: Changes stats: +20 Dex Critical mult.: +15.00% Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | cashmere cloak of the hunter (5 def, 0 armour) cashmere cloak of the hunter (5 def, 0 armour)Requires: Powered by arcane forces Infused by nature Enchantment: Light Armour 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +5 (+2 eff.) Fatigue: -4% Changes resistances: +0% lightning / +25% cold / +25% nature Spell save: +2 (+0 eff.) Stun/Freeze immunity: +0% Maximum life: +61.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Steam Powered Armour (23 def, 25 armour) Steam Powered Armour (23 def, 25 armour)Requires: - Talent Armour Training (level 3) Powered by arcane forces Powered by steamtech Enchantment: Heavy Armour 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+4 eff.) Armour: +25 Defense: +23 (+6 eff.) Fatigue: +2% Changes stats: +19 Str / +16 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +25% lightning Reduce damage by fixed amount: +10 all Talent granted: +5 Steam Powered Armour Physical save: +65 (+15 eff.) Stun/Freeze immunity: +50% Steampower: +22 (+6 eff.) Maximum steam: +15.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
clarity rune of the titan (dur 29; resist 43%, reduce 35%; see undead) clarity rune of the titan (dur 29; resist 43%, reduce 35%; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 29 turns you gain blindness and confusion immunity (43%), and each turn you have a 35% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 90), and you automatically sense any undead around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarity rune of the warrior (dur 25; resist 44%, reduce 52%; see horror) clarity rune of the warrior (dur 25; resist 44%, reduce 52%; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 25 turns you gain blindness and confusion immunity (44%), and each turn you have a 52% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 214), and you automatically sense any horror around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1495% regen over 15 turns; 75 instant mana) manasurge rune of the duelist (1495% regen over 15 turns; 75 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1495% for 15 turns and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 7) phase door rune (range 10; power 15; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Crystal Edge schematic: Crystal 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. |
Pyreraptor the gold amulet Pyreraptor the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light / 12 fire Changes resistances: +6% light / +10% physical Changes resistances penetration: +10% fire Stamina each turn: +0.50 Amulets can have magical properties. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core 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 Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
archmage& archmage&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% lightning / +6% blight / +12% fire / +4% cold / +4% acid Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
clarifying voratun amulet of mastery (0.34 Spell / Advanced martial enchantments) clarifying voratun amulet of mastery (0.34 Spell / Advanced martial enchantments)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% mind Talent mastery: +0.34 Spell / Advanced martial enchantments Confusion immunity: +31% Amulets can have magical properties. |
Ring of Growth 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 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
gold ring of light (+30%) gold ring of light (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% light Changes damage: +15% light Rings can have magical properties. |
savage& savage&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +13 (+4 eff.) Life regen: +1.20 Maximum life: +58.00 Maximum stamina: +16.00 Healing mod.: +15% Rings can have magical properties. |
savior& savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +32% Life regen: +2.40 Rings can have magical properties. |
treant& treant&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 489.59 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword& |
Gunidulen (53-74.2 power, 6 apr) Gunidulen (53-74.2 power, 6 apr)Requires: Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Changes stats: +3 Str / +4 Dex Changes resistances penetration: +12% physical Changes damage: +12% physical Critical mult.: +10.00% Mana each turn: +0.04 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Blunt and deadly. |
Overseer (17-18.7 power, 27 apr, mind damage) Overseer (17-18.7 power, 27 apr, mind damage)Requires: Powered by arcane forces Infused by nature Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Enchant Weapon Accuracy is based on willpower for this weapon. Accuracy: +14 Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+8 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower), costing 60 power out of 60/60. Fragments of the Mindwall& |
Cap of the Undisturbed Mind (-10 def, 0 armour) 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 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Nimbus of Enlightenment (7 def, 0 armour) Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-8 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +0% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Physical save: +10 (+2 eff.) Stun/Freeze immunity: +20% Spellpower: +0 (+0 eff.) Movement speed: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
prismatic steel plate armour of fire resistance (4 def, 9 armour) prismatic steel plate armour of fire resistance (4 def, 9 armour)Requires: - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Armour Hardiness: +0% Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +17% fire / +12% light / +12% darkness Reduce damage by fixed amount: +9 all Physical save: +9 (+2 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 107.5 block) Black Mesh (8 def, 2 armour, 107.5 block)Requires: - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Reduce damage by fixed amount: +0 all Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Serpentenvy the dwarven-steel shield (8 def, 2 armour, 82 block) Serpentenvy the dwarven-steel shield (8 def, 2 armour, 82 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: +6% Damage when hit (Melee): 12 nature Changes resistances: +12% nature / +12% blight Reduce damage by fixed amount: +0 all Changes resistances penetration: +5% nature Talent granted: +3 Block Physical save: +6 (+1 eff.) Maximum life: +60.00 Handheld deflection devices. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
emerald 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist&039;Islewyn& alchemist&039;Islewyn&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +2 Str / +2 Dex / +7 Wil Critical mult.: +12.00% 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. |
21 bloodstone 21 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
16 fire opal 16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
amazing fiery salve [power 96] amazing fiery salve [power 96]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 357% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (96% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 96] amazing frost salve [power 96]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 357% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (96% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 1156] amazing healing salve [power 1156]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 357% efficiency and 69% cooldown modifier. It can be used to heal 1156, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 96] amazing water salve [power 96]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 357% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (96% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; 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. |
voratun back support voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap voratun grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap voratun grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! |
supercharged steel torque of kinetic psionic shield [power 104] (27 cooldown) supercharged steel torque of kinetic psionic shield [power 104] (27 cooldown)Powered by arcane forces Infused by psionic forces Enchantment: Charm 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 104 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
22 moonstone 22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
19 pearl 19 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Additional 20 item light blind damage Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
WINNER!
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak&
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar&039; portals from Maj&039;s continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Branehad the Whitehoof Enchanter level 32
27th Pain 124th year of Ascendancy at 00:55 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Branehad the Whitehoof Enchanter level 9
18th Retaking 124th year of Ascendancy at 15:37 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Branehad the Whitehoof Enchanter level 24
26th Retaking 124th year of Ascendancy at 17:46 see stats
Exterminator
Killed 1000 creatures.By Branehad the Whitehoof Enchanter level 30
33rd Retaking 124th year of Ascendancy at 07:46 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Branehad the Whitehoof Enchanter level 16
23rd Retaking 124th year of Ascendancy at 16:05 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Branehad the Whitehoof Enchanter level 55
49th Pain 124th year of Ascendancy at 12:35 see stats
Level 10
Got a character to level 10.By Branehad the Whitehoof Enchanter level 10
18th Retaking 124th year of Ascendancy at 15:37 see stats
Level 20
Got a character to level 20.By Branehad the Whitehoof Enchanter level 20
25th Retaking 124th year of Ascendancy at 11:19 see stats
Level 30
Got a character to level 30.By Branehad the Whitehoof Enchanter level 30
32nd Retaking 124th year of Ascendancy at 22:16 see stats
Level 40
Got a character to level 40.By Branehad the Whitehoof Enchanter level 40
33rd Pain 124th year of Ascendancy at 15:58 see stats
Level 50
Got a character to level 50.By Branehad the Whitehoof Enchanter level 50
43rd Pain 124th year of Ascendancy at 13:52 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Branehad the Whitehoof Enchanter level 49
42nd Pain 124th year of Ascendancy at 19:50 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Branehad the Whitehoof Enchanter level 49
42nd Pain 124th year of Ascendancy at 19:50 see stats
Radiant Horrorc
While fighting in a Sunwall zone, use a Fiery Salve to reach at least 66% affinity for Fire and Light. Pointing and laughing is optional.By Branehad the Whitehoof Enchanter level 43
38th Pain 124th year of Ascendancy at 20:04 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Branehad the Whitehoof Enchanter level 29
32nd Retaking 124th year of Ascendancy at 10:56 see stats
Size is everything
Did over 1500 damage in one attack.By Branehad the Whitehoof Enchanter level 35
29th Pain 124th year of Ascendancy at 17:35 see stats
Size matters
Did over 600 damage in one attack.By Branehad the Whitehoof Enchanter level 28
31st Retaking 124th year of Ascendancy at 00:36 see stats
That was close
Killed your target while having only 1 life left.By Branehad the Whitehoof Enchanter level 29
32nd Retaking 124th year of Ascendancy at 00:35 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Branehad the Whitehoof Enchanter level 43
38th Pain 124th year of Ascendancy at 20:41 see stats
The Rat Lich
Killed the terrible Rat Lich.By Branehad the Whitehoof Enchanter level 34
29th Pain 124th year of Ascendancy at 01:09 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Branehad the Whitehoof Enchanter level 55
51st Pain 124th year of Ascendancy at 09:23 see stats
The bigger the better!
Did over 3000 damage in one attack.By Branehad the Whitehoof Enchanter level 45
39th Pain 124th year of Ascendancy at 18:09 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Branehad the Whitehoof Enchanter level 19
25th Retaking 124th year of Ascendancy at 05:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Branehad the Whitehoof Enchanter level 55
1st Dearth 124th year of Ascendancy at 09:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Branehad the Whitehoof Enchanter level 13
21st Retaking 124th year of Ascendancy at 16:21 see stats
Log
Rested for 31 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Branehad activates Steam Powered Armour.
There is an exit to the worldmap here (press &039; or right click to use).
Space around you starts to dissolve...
Resting starts...
Branehad deactivates Steam Powered Armour.
Talent Steam Powered Armour is ready to use.
Rested for 40 turns (stop reason: chat started).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Branehad activates Steam Powered Armour.
Branehad deactivates Fiery Hands.
Branehad deactivates Shock Hands.
Branehad deactivates Steam Powered Armour.
Branehad deactivates Arcane Fire Shield.
Branehad deactivates Shield Guardian.
Branehad deactivates Inner Power.
Branehad deactivates Shielding.
Branehad deactivates Chant of Fortitude.
Branehad deactivates Battlesurge.
