
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Arena Quest 1.7.4You cannot enter anywhere except Derth if arena quest isn't completed when player reach level 10. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Items Vault 1.7.6Donators/Buyers bonus! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Virtual Image Reload 1.7.0An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Psyshot |
| Level / Exp | 50 / 227% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 13) |
| Dexterity | 66 (base 36) |
| Constitution | 101 (base 60) |
| Magic | 13 (base 7) |
| Willpower | 97.808827548362 (base 60) |
| Cunning | 119.6 (base 66) |
Resources
| Life | 1734/1734 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 163/163 |
| Healing Factor | 1.6155828998322 |
| Regeneration | 40.475085395348 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 8 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 77 |
| Crit Chance | 67% |
| APR | 100 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 144 |
| Accuracy | 77 |
| Crit Chance | 78% |
| APR | 102 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.25 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +59% |
| Light | +39% |
| Nature | +48% |
| Blight | +28% |
| Physical | +29% |
| Fire | +58% |
| All | +8% |
Offense: Damage Penetration
| Acid | +25% |
| Nature | +46% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64 (66.907551546746%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 38 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 69%( 70%) |
| All | + 69%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 49% |
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 35% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 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 Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 277 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 161% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Mechstar | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Antimagic Shield |
| talent | Gestalt |
| talent | Psiblades |
| talent | Mechanical Arms |
| beneficial effect | Steampower increased by 35. Gestalt |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by orc necromancer. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Velytira the giant army ant. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Cyradhetira the orc master assassin. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Elidheda the ghoul. Escort: temporal explorer (level 4 of Dreadfell) | failed |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Goryldil (0 def, 17 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +17 Lck +14 Dex dps ---------- Phys.pwr +31 (+8 eff.) Acc +30 (+8 eff.) Apr +8 ----- def ----- Armour +17 Phys.save +10 (+2 eff.) Stealth +15 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +3.13 Max.stam +31.32 A pair of boots made of leather. |
| Quiver | pouch of iron shots (17/17, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
| Light source | dreamer's alchemist's lamp of the zealot 1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +7 (+1 eff.) Dmg.mod +16% light ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) Mind.save +4 (+1 eff.) ---------- misc Light +8 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (4 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +12 Cun +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +17 (+4 eff.) Blind- +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +120% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Swampire [power 171] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Dex +2 Wil +13 Cun +9 Con dps ---------- Res.pen +26% nature ----- def ----- Crit.chn- 15.52% ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 171 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Porewen'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +8% Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +21% physical ----- def ----- Defense +12 (+3 eff.) HP.reg +8.00 Stun/Frz- +44% ---------- misc Max.mana +40.00 Rings make your fingers look great! |
| On fingers | stralite ring 'Glorybeth'0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Dex +2 Mag +14 Wil +7 Cun dps ---------- Mind.pwr +13 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Resists +15% blight Disease- +20% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Marduromizor0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +20 (+4 eff.) Resists +6% physical +6% darkness +3% temporal Spell.save +9 (+4 eff.) ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 83 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 119% Wil, 40% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 138.31 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | hardened leather belt 'Armulatharim' |
| In off hand | Glitterwalker the living mindstar (15-16 power, 85 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This mindstar would symbiotize with another like it. Power 15.0 - 16.5 Nature Uses 101% Wil, 61% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +16.0% Atk.spd 100% Melee+ +20 light +4 blight +8 fire Against +26% Unnatural On Hit.r1 +8 fire On Hit: * 15% chance to reduce armor by 11% * 20% chance to slow global speed by 76% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +42 (+8 eff.) Dmg.mod +15% light ----- def ----- Resists +3% fire ---------- misc Talents +1 Attune Mindstar 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 | Branadodan the elven-silk cloak (31 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +31 (+7 eff.) Fatigue -6% Resists +36% lightning +20% fire +21% light Phys.save +17 (+4 eff.) Mind.save +15 (+4 eff.) Stealth +10 Die.at -130.00 life Stun/Frz- +50% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Boltslicer' (0 def, 10 armour) 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid +30% fire Res.pen +15% acid On Hit (Melee): * 21% chance to slow global speed by 76% ----- def ----- Armour +10 Resists +6% acid +6% lightning +18% blight +66% fire +6% nature +15% all Crit.chn- 35.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 98% / cooldown 74%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
4 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 521 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glorylaith the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Dmg.mod +12% physical Res.pen +25% mind Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ---------- misc Max.stam +30.00 Masteries +0.34 Psionic/Gestalt Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gluna the Sewervault0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +3% nature Res.pen +20% nature Melee Ret 4 nature ----- def ----- Defense +8 (+2 eff.) Resists +3% nature ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
Sunkiss0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +12% Dmg.mod +3% light Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 76% ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane Spell.save +12 (+5 eff.) ---------- misc Light +2 Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Swampparry the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Melee Ret 8 mind On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 47 ----- def ----- Resists +18% darkness +6% fire HP.reg +8.00 Stun/Frz- +39% Rings make your fingers look great! |
sneakthief's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +12% nature Acc +5 (+1 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
steel ring 'Turasin'0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +12% temporal Die.at -20.00 life Max.HP +29.00 Heal.mod +5% Blind- +20% Disarm- +26% Confus- +20% Pinning- +49% Stun/Frz- +10% Knockbk- +32% Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 56 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Chargeonslaught the living mindstar (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +10 (+2 eff.) Melee+ 4 lightning 2 physical 6 cold 6 acid 7 fire Dmg.mod +7% nature +12% lightning Res.pen +25% lightning +7% nature +20% light ----- def ----- Resists +7% lightning +5% physical +3% light +5% cold +5% fire +8% nature +7% acid ---------- misc Light +1 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
Eye of the Lost (17-19 power, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Glitterwalker the living mindstar (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This mindstar would symbiotize with another like it. Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +16.0% Atk.spd 100% Melee+ +20 light +4 blight +8 fire Against +26% Unnatural On Hit.r1 +8 fire On Hit: * 20% chance to slow global speed by 76% * 15% chance to reduce armor by 11% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +21 (+4 eff.) Dmg.mod +15% light ----- def ----- Resists +3% fire ---------- misc Talents +1 Attune Mindstar 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. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Mag 20 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
creative living mindstar of life (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +13.00% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +45.00 HP.reg +1.10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of sand (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +14.00% Mind.pwr +10 (+2 eff.) Melee+ 12 physical Dmg.mod +12% physical Res.pen +20% physical ----- def ----- Resists +12% physical ---------- misc Talents +1 Attune Mindstar 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. |
harmonious living mindstar of flames (18-20 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +5% Melee+ 14 fire Dmg.mod +7% nature +18% fire Res.pen +6% nature +15% fire ----- def ----- Resists +7% nature +17% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
pulsing mindstar 'Uraroddahad' (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +6% Melee+ 9 fire Dmg.mod +15% fire Res.pen +20% blight +7% fire ----- def ----- Armour +10 Resists +8% fire Phys.save +7 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+3 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.90 Max.psi +22.00 Talents +1 Attune Mindstar 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. |
Betugakira the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) ----- def ----- Armour +4 Resists +3% blight Phys.save +6 (+1 eff.) Spell.save +9 (+4 eff.) Max.HP +40.00 Heal.mod +5% A belt that goes around your waist. |
Bigahad the Dayravager1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +9.0% Mind.crit +10% Dmg.mod +3% temporal Res.pen +20% light +25% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% blight +15% temporal ---------- misc Light +1 A belt that goes around your waist. |
Zilathaldir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +15% nature Mind.save +6 (+2 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) 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. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (170 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (285 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Baloruidas (5 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Mov.spd +10% Res.pen +5% physical ----- def ----- Armour +12 Defense +5 (+1 eff.) Fatigue -1% Phys.save +3 (+1 eff.) Max.HP +42.00 ---------- misc Stam/turn +0.60 Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Sunweeper the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +3 Resists +4% physical +5% arcane +6% temporal Phys.save +24 (+6 eff.) Mind.save +17 (+4 eff.) HP.reg +4.00 ---------- misc Light +3 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xanitira the Skysin (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Armour +3 Resists +12% lightning +7% fire +14% cold Phys.save +6 (+1 eff.) Max.HP +40.00 Disease- +10% Stun/Frz- +20% A pair of boots made of leather. |
Zanudir (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Mov.spd +10% Dmg.mod +8% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue -7% Resists +3% fire Crit.chn- 15.00% Max.HP +36.00 HP.reg +4.00 Heal.mod +13% Poison- +20% ---------- misc Stam/turn +0.40 Size +1 A pair of boots made of leather. |
Ulfumamnir the Cloudwilder (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% lightning Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 13 fire Dmg.mod +8% fire Acc +20 (+5 eff.) ----- def ----- Armour +3 Resists +8% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betissra the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Mind.pwr +30 (+6 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 47 ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness ---------- misc Equi/ret +0.04 A hat made of leather. Very stylish. |
Kilnquick the dwarven-steel helm (6 def, 18 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +25% fire Melee Ret 4 physical ----- def ----- Armour +18 Defense +6 (+2 eff.) Fatigue +4% Resists +4% physical +5% all Phys.save +17 (+4 eff.) Mind.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetstoker (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +7 Dex dps ---------- Dmg.mod +6% cold Res.pen +20% darkness +26% cold ----- def ----- Armour +3 Fatigue +3% Resists +10% acid +11% fire +11% lightning +14% cold ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 391.2 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Ulileran the Bleakpyre (0 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +6 Wil +5 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +18% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Armour +11 Fatigue +5% Resists +3% acid +14% physical Phys.save +28 (+7 eff.) Mind.save +13 (+3 eff.) ---------- misc Infravis +3 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 cap made of leather. |
Boltwilter the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +13 Wil dps ---------- Res.pen +10% lightning ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +25% blight +25% darkness Mind.save +20 (+5 eff.) Max.HP +51.00 HP.reg +15.00 Heal.mod +10% ---------- misc Max.hate +8.00 Light +2 A suit of armour made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
887 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown 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. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% blight +3% all Spell.save +11 (+4 eff.) HP.reg +4.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
44 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 320/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great frost salve [power 28] great frost salve [power 28]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 90% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 340] great pain suppressor salve [power 340]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 90% cooldown modifier. Let you fight up to -340 life and reduces all damage by 25% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 283] powerful pain suppressor salve [power 283]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 90% cooldown modifier. Let you fight up to -283 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 90% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 201] simple healing salve [power 201]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 90% cooldown modifier. Heal 201 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft incendiary groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+6 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist's helper0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +15% acid +15% fire +15% nature +15% blight Tinkers can be attached to normal items to improve them with steam power! |
well-made winterchill edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
voratun torque of mindblast 'Bokadradar' [power 455] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +18% acid +18% darkness Spell.save +15 (+6 eff.) Die.at -60.00 life HP.reg +4.00 Blind- +20% Confus- +20% Blast the opponent's mind dealing 491 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Anygorain [power 41] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% acid Res.pen +20% acid Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% Def/telep +10 Res/telep +10% Dur/telep +10% Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
Galepassion [power 326] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +20% lightning Apr +3 Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Wretchdash [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +7 Wil dps ---------- Res.pen +10% lightning +20% nature On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Mind.save +6 (+2 eff.) Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 45. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By XyphiePsyCast the Krog Psyshot level 33
2nd Wintertide 123rd year of Ascendancy at 22:17 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By XyphiePsyCast the Krog Psyshot level 48
6th Allure 124th year of Ascendancy at 03:01 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By XyphiePsyCast the Krog Psyshot level 33
1st Wintertide 123rd year of Ascendancy at 08:22 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By XyphiePsyCast the Krog Psyshot level 18
58th Dusk 122nd year of Ascendancy at 18:02 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By XyphiePsyCast the Krog Psyshot level 37
15th Regrowth 123rd year of Ascendancy at 22:42 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By XyphiePsyCast the Krog Psyshot level 43
6th Pyre 123rd year of Ascendancy at 05:49 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By XyphiePsyCast the Krog Psyshot level 36
11st Regrowth 123rd year of Ascendancy at 14:57 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By XyphiePsyCast the Krog Psyshot level 35
8th Regrowth 123rd year of Ascendancy at 23:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By XyphiePsyCast the Krog Psyshot level 33
1st Wintertide 123rd year of Ascendancy at 07:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By XyphiePsyCast the Krog Psyshot level 22
15th Haze 122nd year of Ascendancy at 09:16 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By XyphiePsyCast the Krog Psyshot level 27
73rd Haze 122nd year of Ascendancy at 18:48 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By XyphiePsyCast the Krog Psyshot level 34
7th Regrowth 123rd year of Ascendancy at 14:23 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By XyphiePsyCast the Krog Psyshot level 39
16th Regrowth 123rd year of Ascendancy at 05:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By XyphiePsyCast the Krog Psyshot level 10
3rd Summertide 122nd year of Ascendancy at 02:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By XyphiePsyCast the Krog Psyshot level 20
68th Dusk 122nd year of Ascendancy at 04:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By XyphiePsyCast the Krog Psyshot level 30
2nd Decay 122nd year of Ascendancy at 15:48 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By XyphiePsyCast the Krog Psyshot level 40
30th Regrowth 123rd year of Ascendancy at 20:38 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By XyphiePsyCast the Krog Psyshot level 50
7th Regrowth 124th year of Ascendancy at 00:52 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By XyphiePsyCast the Krog Psyshot level 24
35th Haze 122nd year of Ascendancy at 23:24 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By XyphiePsyCast the Krog Psyshot level 46
3rd Allure 124th year of Ascendancy at 00:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By XyphiePsyCast the Krog Psyshot level 49
6th Regrowth 124th year of Ascendancy at 18:14 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By XyphiePsyCast the Krog Psyshot level 13
10th Dusk 122nd year of Ascendancy at 18:46 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By XyphiePsyCast the Krog Psyshot level 35
9th Regrowth 123rd year of Ascendancy at 02:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By XyphiePsyCast the Krog Psyshot level 9
10th Mirth 122nd year of Ascendancy at 07:04 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By XyphiePsyCast the Krog Psyshot level 40
45th Regrowth 123rd year of Ascendancy at 02:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By XyphiePsyCast the Krog Psyshot level 26
54th Haze 122nd year of Ascendancy at 03:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By XyphiePsyCast the Krog Psyshot level 21
72nd Dusk 122nd year of Ascendancy at 11:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By XyphiePsyCast the Krog Psyshot level 32
10th Decay 122nd year of Ascendancy at 09:33 see stats
Log
You collect a new ingredient: lump of voratun (1).
You gain 17.55 gold from the melting of warden's voratun steamgun of true flight.
You collect a new ingredient: lump of voratun (1).
You gain 13.95 gold from the melting of enhanced voratun steamgun.
You gain 14.86 gold from the melting of greater dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element).
You collect a new ingredient: lump of voratun (1).
You gain 4.75 gold from the melting of quick voratun longsword of projection (44-62 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.17 gold from the melting of plaguebringer's voratun longsword of massacre (54-76 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 10.84 gold from the melting of truestriking voratun greatmaul of the mystic (68-103 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 12.09 gold from the melting of warbringer's voratun battleaxe of torment (58-87 power, 4 apr).
You gain 15.00 gold from the melting of Unflinching Eye.
[Music Mod] | Track: Breaking the siege.ogg (Inspired by: Nobunaga's Ambition - Swirling Flames)
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 11st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Ran for 6 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 12nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 13rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 14th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 15th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 16th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 17th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 18th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 19th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).

















































































































































































