










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Select your Escorts 1.6.0Allows 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 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Embers of Rage 1.6.0Official Expansion!Possessor Bonus Class 1.6.0Donators/Buyers bonus! Talent Point Planner 1.6.0The 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: Forbidden Cults 1.6.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 47 / 26% |
| Size | big |
| Lifes / Deaths | Killed by Aluin the Fallen at level 47 on the 7th Regrowth 123rd year of Ascendancy at 00:57 / 1 |
Primary Stats
| Strength | 41 (base 10) |
| Dexterity | 100 (base 60) |
| Constitution | 30 (base 13) |
| Magic | 103 (base 60) |
| Willpower | 40 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | -105/797 |
| Mana | 700/700 |
| Steam | 100/100 |
| Insanity | 14/100 |
| Healing Factor | 1.27 |
| Regeneration | 21.9075 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 58 |
| Crit Chance | 58% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 94% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Darkness | +128% |
| Light | +36% |
| Temporal | +33% |
| Blight | +36% |
| Arcane | +22% |
| Cold | +14% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +59% |
| Temporal | +44% |
| Blight | +45% |
| Arcane | +24% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 19.77737133692 (63.720930232558%) |
| Defense | 96 |
| Ranged Defense | 96 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 44 |
| Mental Save | 64 |
Defense: Resistances
| Blight | 51%( 70%) |
| Arcane | 32%( 70%) |
| All | 28%( 70%) |
| Lightning | 52%( 70%) |
| Light | 58%( 70%) |
| Temporal | 39%( 70%) |
| Physical | 34%( 70%) |
| Darkness | 34%( 70%) |
| Fire | 37%( 70%) |
| Nature | 47%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 19 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 615 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 64%. |
| 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 121% efficiency and cooldown mod of 54%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chant of Fortitude |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Premonition |
| talent | Revelation |
| detrimental effect | The target is wasting away from entropic forces, taking 20.02 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
| detrimental effect | Ethereal Form bonuses reduced by 15% Ethereal Form |
| beneficial effect | Increases defense by 25. Mobile Defense |
| beneficial effect | Spellsurge |
| detrimental effect | All damage done by the target will also hurt it for 8%. Martyrdom |
| beneficial effect | Reduces light damage received by 21%. Premonition Shield |
| detrimental effect | Huge cut that bleeds, doing 25.30 physical damage per turn. Bleeding |
| detrimental effect | The target has been dominated. It is unable to move and has lost 28 armor and 40 defense. Attacks from Aluin the Fallen gain 61% damage penetration. Dominated |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 28, defense by 10 and looses all evasion bonus from being unseen. Illumination |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | The target has 18 increased saves and defense, and 12% increased critical chance. 6 Jinx |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
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 |
Back and there again | active |
Escort: injured seer (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | 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 Shardskin. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | active |
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&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.&WHITELIGHT_GREEN039;ve found the needed vampire lord fang. The Brotherhood of Alchemists* You& | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Equipment
| On feet | Elenilatharim the Voidvenom (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Mag / +9 Wil / +4 Cun / +3 Con Changes resistances: +6% blight / +3% darkness Changes resistances penetration: +5% darkness / +20% blight Changes damage: +6% darkness Physical save: +34 (+10 eff.) Mental save: +20 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.40 Maximum mana: +49.00 Spell crit. chance: +3% It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Vilestrike Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Mag / +2 Cun / +4 Con Changes resistances: +11% blight / +20% nature Changes damage: +16% light Life regen: +10.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% Light radius: +8 See stealth: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aerivea the Dimpunish (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +0 Cun / +4 Con Changes resistances: +12% fire / +5% arcane / +3% physical Changes resistances penetration: +15% darkness Changes damage: +18% darkness Physical save: +20 (+6 eff.) Mental save: +17 (+4 eff.) Silence immunity: +20% Disarm immunity: +20% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
| Tool | Shadowwither (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Changes stats: +8 Str / +6 Wil Changes resistances: +12% blight / +15% temporal Changes resistances penetration: +15% blight Changes damage: +12% darkness / +6% blight Mental crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lustrespar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+5 eff.) Defense: +25 (+5 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +5% physical Changes damage: +6% light Critical mult.: +20.00% Maximum stamina: +20.00 Light radius: +3 Rings can have magical properties. |
| On fingers | BelunorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 physical Changes stats: +7 Str / +2 Wil Life regen: +7.00 Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum life: +42.00 Maximum stamina: +20.00 Healing mod.: +12% Rings can have magical properties. |
| Around waist | Beterin Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +10 (+2 eff.) Changes resistances: +3% lightning Spell save: +6 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | cruel dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +5 Mag Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +5.00 Maximum mana: +77.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Gauntlets. But with steam power! |
| Main armor | Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +21 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Emelireta (17 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +17 (+3 eff.) Changes stats: +4 Wil / +3 Mag Changes resistances: +3% blight / +6% nature / +30% lightning Changes resistances penetration: +14% arcane / +5% temporal Changes damage: +14% arcane Critical mult.: +25.00% Stun/Freeze immunity: +50% Maximum life: +20.00 Maximum mana: +108.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voidwisp the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% light / +6% darkness Changes damage: +6% physical / +6% light / +6% cold / +35% darkness / +6% temporal Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Light radius: +2 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 101% / cooldown 69%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 69%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 121; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. 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. |
stormshield rune (threshold 49; blocks 6; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 6 times. 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. |
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! |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +3 Wil / +4 Cun / +5 Con / +9 Lck Changes resistances: +3% mind Cut immunity: +50% Healing mod.: +19% Reduce all damage from unseen attackers: 11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Defense: +10 (+2 eff.) Changes stats: +2 Dex / +3 Mag Changes resistances: +9% nature / +9% darkness Critical mult.: +13.00% Spell save: +6 (+2 eff.) Maximum life: +80.00 Amulets can have magical properties. |
BuyonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +34 (+13 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +3% acid / +12% fire / +3% darkness Teleport immunity: +20% Rings can have magical properties. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Defense: +9 (+2 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +6 (+2 eff.) 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +3 Dex / +2 Con Changes resistances: +20% fire Changes resistances penetration: +15% mind Changes damage: +3% acid / +10% fire Physical save: +4 (+1 eff.) Rings can have magical properties. |
steel ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +20% darkness Critical mult.: +20.00% Mental save: +8 (+2 eff.) Psi when hit: +0.12 Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Shadebright (16.5-26.4 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 darkness Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +9 Wil / +9 Con Changes resistances: +3% darkness / +3% acid Spell save: +15 (+5 eff.) Maximum life: +21.00 Massive two-handed swords. |
Brightspawner (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% nature / +15% fire Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
ash magestaff &039; (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +7 Wil / +8 Cun Changes resistances: +5% darkness / +7% temporal / +6% light / +6% fire Changes resistances penetration: +15% light Changes damage: +15% darkness Talent granted: +1 Command Staff Stun/Freeze immunity: +10% Teleport immunity: +20% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +32.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +7 Resist all after a teleport: +9% New effects duration reduction after a teleport: +11% Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of illumination (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 116.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
linen cloak &039; (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +0% lightning / +9% cold / +3% light / +9% temporal Stun/Freeze immunity: +0% Maximum life: +30.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant elven-silk robe of corrosion (+31%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +7 Con Changes resistances: +31% acid / +15% all Changes damage: +25% nature / +21% acid Poison immunity: +31% Disease immunity: +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stormglamour the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun Changes resistances: +5% arcane Changes damage: +3% lightning Stamina each turn: +0.30 Maximum stamina: +11.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% A pair of boots made of leather. |
Zubumira the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Wil / +5 Cun / +2 Con Physical save: +18 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +21 (+5 eff.) Silence immunity: +26% Confusion immunity: +30% Stun/Freeze immunity: +29% Only die when reaching: -40.00 life Maximum hate: +2.00 A pair of boots made of leather. |
pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Wil / +4 Con Changes resistances: +20% nature / +15% fire / +18% cold / +5% arcane / +12% mind Changes resistances penetration: +8% physical Changes damage: +9% mind Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Storm Bringer&Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Disarm immunity: +0% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable &039; to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Silence immunity: +0% Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet&LASTANTIQUE_WHITE |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
789 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. |
3 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanykor the UmbrapallInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes damage: +12% blight / +3% darkness / +0% light Mental save: +6 (+1 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mayotira the BleakwedgeCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +2 Cun Reduces incoming crit damage: 15.00% Light radius: +6 Infravision radius: +2 See invisible: +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amazing frost salve [power 25] amazing frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 121% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 264] powerful healing salve [power 264]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 121% efficiency and 54% cooldown modifier. It can be used to heal 264 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 121% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (19% 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. |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +8 (+1 eff.) Slows Projectiles: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast &039; [power 50] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +15% cold Changes resistances penetration: +5% mind Changes damage: +9% darkness It can be used to blast the opponent&LASTORCHIDLASTANTIQUE_WHITE |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
1st Decay 122nd year of Ascendancy at 19:12 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By koa the Cornac Cultist of Entropy level 39
37th Haze 122nd year of Ascendancy at 06:14 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By koa the Cornac Cultist of Entropy level 39
24th Haze 122nd year of Ascendancy at 01:32 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By koa the Cornac Cultist of Entropy level 43
1st Decay 122nd year of Ascendancy at 19:16 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By koa the Cornac Cultist of Entropy level 42
75th Haze 122nd year of Ascendancy at 21:07 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By koa the Cornac Cultist of Entropy level 33
44th Dusk 122nd year of Ascendancy at 10:01 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By koa the Cornac Cultist of Entropy level 41
45th Haze 122nd year of Ascendancy at 04:12 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Cornac Cultist of Entropy level 36
18th Haze 122nd year of Ascendancy at 22:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Cornac Cultist of Entropy level 32
36th Dusk 122nd year of Ascendancy at 22:48 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By koa the Cornac Cultist of Entropy level 36
20th Haze 122nd year of Ascendancy at 19:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
32nd Haze 122nd year of Ascendancy at 16:06 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By koa the Cornac Cultist of Entropy level 45
1st Decay 122nd year of Ascendancy at 22:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Cornac Cultist of Entropy level 10
76th Pyre 122nd year of Ascendancy at 16:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Cornac Cultist of Entropy level 20
1st Summertide 122nd year of Ascendancy at 18:20 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Cornac Cultist of Entropy level 30
26th Dusk 122nd year of Ascendancy at 03:19 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By koa the Cornac Cultist of Entropy level 40
40th Haze 122nd year of Ascendancy at 11:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Cornac Cultist of Entropy level 34
14th Haze 122nd year of Ascendancy at 08:09 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By koa the Cornac Cultist of Entropy level 42
72nd Haze 122nd year of Ascendancy at 20:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Cornac Cultist of Entropy level 13
77th Pyre 122nd year of Ascendancy at 18:41 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By koa the Cornac Cultist of Entropy level 32
37th Dusk 122nd year of Ascendancy at 07:12 see stats
There and back again (Insane (Roguelike) difficulty)
5th Allure 123rd year of Ascendancy at 05:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Cornac Cultist of Entropy level 29
26th Dusk 122nd year of Ascendancy at 02:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Cornac Cultist of Entropy level 27
13rd Dusk 122nd year of Ascendancy at 11:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By koa the Cornac Cultist of Entropy level 38
23rd Haze 122nd year of Ascendancy at 00:33 see stats
Log
Herald of oblivion is surrounded by a cursed miasma.
Aluin the Fallen hits Herald of oblivion for 0 darkness, 7 mind (7 total damage).
Koa loses 3 health to the entropy.
Koa is no longer influenced by martyrdom.
Aluin the Fallen casts Rune: Shatter Afflictions.
Aluin the Fallen speeds up.
Aluin the Fallen&LASTLASTRune: Stormshield.
Aluin the Fallen summons a storm to protect him!
Aluin the Fallen uses Dominate.
Koa has been dominated!
koa&UID:308391:0
Koa starts to bleed.
koa&
koa&
Koa is a martyr.
Aluin the Fallen steals life from koa!
Melee retaliation hits Aluin the Fallen for (2 absorbed), 0 physical, (2 absorbed), 0 physical, (2 absorbed), 0 physical (0 total damage).
Shield of Light hits koa for (22 resist armour), (49 to entropy), 40 light, (22 resist armour), (66 to entropy), 56 light (96 total damage).
Weapon of Wrath hits koa for (22 resist armour), 235 fire (235 total damage).
Aluin the Fallen hits koa for (22 resist armour), (131 to entropy), 99 physical, (22 resist armour), 41 light, (22 resist armour), 85 physical, (22 resist armour), 119 light (344 total damage).
Herald of oblivion casts Blink Blade.
Aluin the Fallen repels an attack from Herald of oblivion.
Herald of oblivion performs a melee critical strike against Aluin the Fallen!
Aluin the Fallen shrugs off the critical damage!
Aluin the Fallen repels an attack from Herald of oblivion.
Herald of oblivion hits Aluin the Fallen for (58 stormshielded), 0 physical, (15 absorbed), 0 temporal, 6 healing, (88 stormshielded), 0 physical, (15 absorbed), 0 temporal, 6 healing (0 total damage) [11 healing].
Melee retaliation hits Herald of oblivion for 6 light, 12 blight, 6 light, 12 blight (37 total damage).
Saving game...




















































































































