













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Alternate Zones Option 1.7.0Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official 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:
Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 38 / 27% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 66 (base 36) |
| Magic | 14 (base 10) |
| Willpower | 104.62 (base 60) |
| Cunning | 84 (base 60) |
Resources
| Life | 1113/1113 |
| Hate | 45/100 |
| Equilibrium | 18 |
| Steam | 100/100 |
| Healing Factor | 1.2231393574305 |
| Regeneration | 25.991711345398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 19 |
| See Invisible | 15 |
| ESP Range | 15 |
| ESP Kinds | giant |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 52 |
| Crit Chance | 25% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 117 |
| Accuracy | 52 |
| Crit Chance | 29% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +50% |
| Cold | +35% |
| All | +0% |
| Darkness | +7% |
| Light | +12% |
| Mind | +23% |
| Lightning | +6% |
| Nature | +15% |
Offense: Damage Penetration
| Lightning | +20% |
| Cold | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 29 (60%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 11 |
| Physical Save | 45 |
| Spell Save | 37 |
| Mental Save | 50 |
Defense: Resistances
| Acid | 41%( 70%) |
| Blight | 41%( 70%) |
| Physical | 66%( 74%) |
| Cold | 59%( 70%) |
| All | 41%( 70%) |
| Darkness | 50%( 79%) |
| Lightning | 63%( 70%) |
| Mind | 38%( 70%) |
| Fire | 41%( 70%) |
| Nature | 65%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 41% |
| Poison Resistance | 50% |
| Blind Resistance | 29% |
| Disarm Resistance | 24% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 109% efficiency and cooldown mod of 51%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 135% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Deflection |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+29% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 73 mind and 63 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 116 Mind damage, and deal 101 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by radiant horror. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Zubima the forest troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed green worm. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.& | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Till the Blood Runs Clear | 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 | Frost Treads (Madness) (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | watchleader&039;s lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +12% light Blindness immunity: +29% Confusion immunity: +16% Maximum life: +47.00 Light radius: +12 See stealth: +19 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Urthachik the dwarven-steel helm (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +9 Wil / +13 Cun Changes resistances: +8% physical Changes damage: +6% mind Physical save: +8 (+3 eff.) Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snow Giant Wraps (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Shrouds It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 162.27 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Quenchhunger [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Str Changes resistances penetration: +5% cold Changes damage: +24% physical Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ce&Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +13% physical Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +13% physical Disarm immunity: +24% Pinning immunity: +25% Stun/Freeze immunity: +24% Knockback immunity: +21% Life regen: +2.00 Maximum life: +20.00 Curse of Corpses Rings make your fingers look great! |
| On fingers | solipsist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +7 Wil Life regen: +13.00 Maximum life: +80.00 Mindpower: +6 (+1 eff.) Healing mod.: +14% Curse of Corpses Rings make your fingers look great! |
| Around neck | The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (150). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | horrifying pulsing mindstar of resolve (Shrouds) (14-15 power, 53 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 86% Wil, 52% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +53 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +80 20% chance of physical repulsion When wielded/worn: Damage (Melee): 8 mind / 11 darkness Changes stats: +9 Wil Changes damage: +2% mind / +7% darkness Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +14 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds 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 | Belfast& Belfast&Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +8 Str / +8 Con Change telepathy range by : +5 Grants telepathy: Giant Physical save: +12 (+4 eff.) Knockback immunity: +25% Slows Projectiles: +20% Curse of Corpses Dwarven legend Belfast reveled in slaying things much bigger than him, which got him the nickname Giantslayer. Historians love to point out the irony, how he eventually got killed by a giant white rat. His belt however remained unharmed. |
| In off hand | mitotic pulsing mindstar of sand (Nightmares) (14-15 power, 53 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 86% Wil, 52% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +53 Crit. chance: +8.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 73% * 6% chance to reduce armor by 35% Damage (radius 1) on hit: +80 20% chance of physical repulsion When wielded/worn: Damage (Melee): 10 physical Changes resistances: +11% physical Changes resistances penetration: +10% physical Changes damage: +8% physical Talent granted: +1 Attune Mindstar Mindpower: +14 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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 | Wrap of Stone (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +40% Spellpower: +6 (+2 eff.) Curse of Nightmares It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 140.99 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant of the psychic (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. 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.. |
steam generator implant of the psychic (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 65 steam. 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.. |
heroism infusion of the psychic (die at -563; dur 6; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -563 life. The duration and life will increase by 1% for every 1% life you have lost (currently 563 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
regeneration infusion of the sneak (heal 616; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 616 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 520; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (568.48 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 568.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light EmitterRequires: - 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 178 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
protective gold amulet of dexterity (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Changes stats: +6 Dex Changes resistances cap: +3% all Physical save: +14 (+5 eff.) Amulets make your neck look great! |
starlit copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% light / +11% darkness Blindness immunity: +23% Amulets make your neck look great! |
Inertial Twine (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 27.56 cold and 30.63 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Life regen: +8.00 Maximum life: +52.00 Healing mod.: +12% Curse of Shrouds Rings make your fingers look great! |
savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% darkness Changes damage: +14% darkness Physical save: +9 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
steel ring &039;Namira&Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +3 Str / +3 Wil Changes resistances: +3% physical Mental save: +6 (+2 eff.) Maximum stamina: +20.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Curse of Madness Rings make your fingers look great! |
Corpsebow (Nightmares)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 25 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+3 eff.) Curse of Nightmares A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era& |
murderer&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+3 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +15% darkness / +13% temporal Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% Curse of Shrouds It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (Madness) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 93.45 to 116.81 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Starraptor (Misfortune) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +9 Armour: +3 Damage (Melee): 13 arcane Changes stats: +1 Str / +8 Dex / +7 Mag / +10 Wil / +7 Cun Changes resistances: +6% arcane / +6% light Changes damage: +7% arcane / +9% light Life regen: +10.00 Stamina each turn: +0.90 Maximum stamina: +26.00 Spellpower: +14 (+4 eff.) Light radius: +1 Infravision radius: +3 Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
73 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you&LASTANTIQUE_WHITE |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 23] powerful frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 135% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 320] powerful healing salve [power 320]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 135% efficiency and 59% cooldown modifier. It can be used to heal 320 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 135% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +15% light / +15% fire Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim&LASTANTIQUE_WHITE |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Isthat the Cornac Doomed level 36
4th Haze 123rd year of Ascendancy at 02:20 see stats
Against all odds
Killed Ukruk in the ambush.By Isthat the Cornac Doomed level 35
22nd Dusk 123rd year of Ascendancy at 02:24 see stats
Brave new world
Went to the Far East and took part in the war.By Isthat the Cornac Doomed level 38
31st Haze 123rd year of Ascendancy at 06:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Isthat the Cornac Doomed level 14
72nd Dusk 122nd year of Ascendancy at 04:11 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Isthat the Cornac Doomed level 37
9th Haze 123rd year of Ascendancy at 05:05 see stats
Exterminator
Killed 1000 creatures.By Isthat the Cornac Doomed level 19
53rd Haze 122nd year of Ascendancy at 06:11 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isthat the Cornac Doomed level 28
73rd Pyre 123rd year of Ascendancy at 01:04 see stats
Fear me not!
Survived the Fearscape!By Isthat the Cornac Doomed level 27
53rd Pyre 123rd year of Ascendancy at 18:34 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Isthat the Cornac Doomed level 35
39th Dusk 123rd year of Ascendancy at 07:13 see stats
Level 10
Got a character to level 10.By Isthat the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 12:01 see stats
Level 20
Got a character to level 20.By Isthat the Cornac Doomed level 20
59th Haze 122nd year of Ascendancy at 13:52 see stats
Level 30
Got a character to level 30.By Isthat the Cornac Doomed level 30
3rd Dusk 123rd year of Ascendancy at 00:58 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Isthat the Cornac Doomed level 36
63rd Dusk 123rd year of Ascendancy at 05:53 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Isthat the Cornac Doomed level 18
38th Haze 122nd year of Ascendancy at 10:26 see stats
Size is everything
Did over 1500 damage in one attack.By Isthat the Cornac Doomed level 26
53rd Pyre 123rd year of Ascendancy at 13:05 see stats
Size matters
Did over 600 damage in one attack.By Isthat the Cornac Doomed level 19
58th Haze 122nd year of Ascendancy at 12:25 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Isthat the Cornac Doomed level 37
9th Haze 123rd year of Ascendancy at 09:25 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Isthat the Cornac Doomed level 25
78th Regrowth 123rd year of Ascendancy at 02:11 see stats
The Arena
Unlocked Arena mode.By Isthat the Cornac Doomed level 9
3rd Mirth 122nd year of Ascendancy at 09:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Isthat the Cornac Doomed level 25
78th Regrowth 123rd year of Ascendancy at 02:11 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Isthat the Cornac Doomed level 23
16th Regrowth 123rd year of Ascendancy at 04:37 see stats
The secret city
Discovered the truth about mages.By Isthat the Cornac Doomed level 12
9th Flare 122nd year of Ascendancy at 06:21 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Isthat the Cornac Doomed level 19
58th Haze 122nd year of Ascendancy at 16:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Isthat the Cornac Doomed level 32
17th Dusk 123rd year of Ascendancy at 20:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Isthat the Cornac Doomed level 18
38th Haze 122nd year of Ascendancy at 01:58 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Isthat the Cornac Doomed level 33
21st Dusk 123rd year of Ascendancy at 05:58 see stats
Log
You cannot do that on the world map.
Today is the 29th Haze of the 123rd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 02:38.
Today is the 31st Haze of the 123rd year of the Age of Ascendancy of Maj&LASTLASTYELLOW_GREEN039;&LASTLASTYELLOW_GREEN039;&LASTLASTLASTLASTLIGHT_GREENLASTLIGHT_GREEN039;Strange new world&WHITE039;j&LASTLASTLIGHT_GREEN039;The many Prides of the Orcs&WHITE039;j&LASTLASTVIOLETLASTLASTLASTLIGHT_GREEN039;Eight legs of wonder&WHITE039;j&LASTLASTLASTLASTYELLOW_GREEN039;&LAST





































































































