Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Alchemist Notifications 1.3.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Starting Equipment 1.6.0 Grove Keeper 1.6.0Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Forbidden Cults 1.6.0Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nur Kit 1.6.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Summoner Plus 1.6.0Improve many talent be useful with a new tree, wild summon be controlled,phys fire cold can choice be main damage, manbe nature(I'm unsure)...magic power also a choice. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Mindslinger 1.6.0Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net 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. Better Item Description 1.6.0This 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 Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Experienced |
Class | Adventurer |
Level / Exp | 16 / 87% |
Size | medium |
Lifes / Deaths | Killed by thought-forged warrior at level 6 on the 4th Mirth 122nd year of Ascendancy at 04:40 / 48Killed by Yvulemira the sick war bear at level 6 on the 5th Mirth 122nd year of Ascendancy at 16:05 Killed by Veliritha the large white snake at level 8 on the 1st Summertide 122nd year of Ascendancy at 15:20 Killed by Gubrelle the dredgling at level 9 on the 2nd Summertide 122nd year of Ascendancy at 04:23 Killed by Aerurivea the dremling at level 10 on the 7th Flare 122nd year of Ascendancy at 05:20 Killed by Mayylle the brecklorn at level 11 on the 8th Flare 122nd year of Ascendancy at 18:40 Killed by Glro the thalore at level 12 on the 11st Dusk 122nd year of Ascendancy at 04:10 Killed by Glro the thalore at level 12 on the 11st Dusk 122nd year of Ascendancy at 05:13 Killed by Bahdi the giant at level 12 on the 21st Dusk 122nd year of Ascendancy at 21:07 Killed by Wlra the thalore at level 12 on the 21st Dusk 122nd year of Ascendancy at 22:25 Killed by Wlra the thalore at level 12 on the 21st Dusk 122nd year of Ascendancy at 23:03 Killed by Taniad the thalore at level 12 on the 30th Dusk 122nd year of Ascendancy at 06:43 Killed by Taniad the thalore at level 12 on the 30th Dusk 122nd year of Ascendancy at 07:21 Killed by Taniad the thalore at level 12 on the 30th Dusk 122nd year of Ascendancy at 07:58 Killed by Rovon the human at level 12 on the 30th Dusk 122nd year of Ascendancy at 10:42 Killed by Rovon the human at level 12 on the 30th Dusk 122nd year of Ascendancy at 11:42 Killed by Lisukira the multi-hued crystal at level 13 on the 58th Dusk 122nd year of Ascendancy at 02:44 Killed by Lisukira the multi-hued crystal at level 13 on the 58th Dusk 122nd year of Ascendancy at 05:55 Killed by elven blood mage at level 14 on the 61st Dusk 122nd year of Ascendancy at 02:31 Killed by elven blood mage at level 14 on the 61st Dusk 122nd year of Ascendancy at 11:32 Killed by Porimina the elven warrior at level 14 on the 62nd Dusk 122nd year of Ascendancy at 11:19 Killed by Porimina the elven warrior at level 14 on the 62nd Dusk 122nd year of Ascendancy at 12:09 Killed by Ustmu the halfling at level 15 on the 69th Dusk 122nd year of Ascendancy at 09:23 Killed by Poriwe the black bear at level 15 on the 71st Dusk 122nd year of Ascendancy at 14:05 Killed by Poriwe the black bear at level 15 on the 71st Dusk 122nd year of Ascendancy at 15:01 Killed by Poriwe the black bear at level 15 on the 71st Dusk 122nd year of Ascendancy at 15:53 Killed by bandit at level 15 on the 71st Dusk 122nd year of Ascendancy at 20:32 Killed by Zubirina the thief at level 15 on the 71st Dusk 122nd year of Ascendancy at 21:25 Killed by Xanadata the green jelly at level 16 on the 72nd Dusk 122nd year of Ascendancy at 18:33 Killed by skeleton mage at level 16 on the 73rd Dusk 122nd year of Ascendancy at 15:12 Killed by Polymitta the thief at level 16 on the 74th Dusk 122nd year of Ascendancy at 05:17 Killed by Polymitta the thief at level 16 on the 74th Dusk 122nd year of Ascendancy at 05:58 Killed by greater gwelgoroth at level 16 on the 75th Dusk 122nd year of Ascendancy at 15:47 Killed by Urkis, the High Tempest at level 16 on the 77th Dusk 122nd year of Ascendancy at 21:57 Killed by Urkis, the High Tempest at level 16 on the 77th Dusk 122nd year of Ascendancy at 23:16 Killed by Urkis, the High Tempest at level 16 on the 77th Dusk 122nd year of Ascendancy at 23:57 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 00:37 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 01:16 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 01:56 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 02:35 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 03:22 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 04:02 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 04:42 Killed by Explorer Bob at level 16 on the 78th Dusk 122nd year of Ascendancy at 05:23 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 05:59 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 07:42 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 08:21 Killed by Urkis, the High Tempest at level 16 on the 78th Dusk 122nd year of Ascendancy at 09:09 |
Primary Stats
Strength | 43 (base 29) |
Dexterity | 27 (base 14) |
Constitution | 20 (base 14) |
Magic | 40 (base 36) |
Willpower | 42 (base 22) |
Cunning | 53 (base 36) |
Resources
Negative | 66/85 |
Psi | 109/122 |
Life | -83/370 |
Positive | 85/85 |
Stamina | 201/225 |
Soul | 10/10 |
Healing Factor | 1.3661699012801 |
Regeneration | 53.895402605498 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +91.390728476821% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 59.529911387535 |
See Invisible | 59.529911387535 |
Offense: Mainhand
Damage | 33 |
Accuracy | 42 |
Crit Chance | 17% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Nature | +6% |
Cold | +13% |
Lightning | +21% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Fire | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 16.413408721348 (66.666666666667%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 21 |
Physical Save | 24 |
Spell Save | 30 |
Mental Save | 39 |
Defense: Resistances
Acid | + 50%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 11%( 70%) |
Darkness | + 6%( 70%) |
Mind | + 3%( 70%) |
Fire | + 9%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Twilight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Raze |
talent | Yarrrr!! |
talent | Corona |
talent | Beyond the Flesh |
detrimental effect | Huge cut that bleeds, doing 20.65 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 39.20 life per turn. Regeneration |
beneficial effect | Increases the effectiveness of all healing the target receives by 29%. Empowered Healing |
detrimental effect | The target is in the center of a lightning hurricane, doing 55.90 to 167.70 lightning damage to itself and others around every turn. Hurricane |
detrimental effect | Reduces global action speed by 9% and all outgoing projectiles speed by 30%. Congeal Time |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed storm wyrm claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | plaguebringer's steel greatsword of shearing (28-44.8 power, 2 apr) plaguebringer's steel greatsword of shearing (28-44.8 power, 2 apr)3.0 T2 greatsword 1H weapon [Ego++] Arcane/Master Power 28.0 - 44.8 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Res.pen +7% all Acc +13 (+4 eff.) Apr +7 ----- def ----- Disease- +21% Massive two-handed swords. |
On hands | Brenirain the Barkdare (0 def, 1 armour) Brenirain the Barkdare (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid +6% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% acid +3% nature +6% darkness +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Firebait Firebait2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Con dps ---------- Dmg.mod +6% mind Res.pen +20% fire Melee Ret 2 fire ----- def ----- Resists +6% acid ---------- misc Light +3 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.78 to 116.33 lightning damage (77.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On feet | dreamer's pair of rough leather boots of phasing (0 def, 1 armour) dreamer's pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +2 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Blink to a nearby random location (rad 7) Puts all charms on 15 cooldown A pair of boots made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | Hurazor Hurazor0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +22% lightning +3% mind ---------- misc Light +1 Rings can have magical properties. |
Around neck | grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
In main hand | Duvesta the iron longsword (10.5-14.7 power, 2 apr) Duvesta the iron longsword (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +1 Wil ----- def ----- Defense +10 (+5 eff.) Resists +3% cold ---------- misc Infravis +3 Sharp, long, and deadly. |
Around waist | rough leather belt 'Aeraldata' rough leather belt 'Aeraldata'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Cun +3 Con ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
In off hand | Eilinuratha the Shockseam (0 def, 2 armour, 17 block) Eilinuratha the Shockseam (0 def, 2 armour, 17 block)7.0 T1 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +6% acid +12% mind ----- def ----- Armour +2 Fatigue +8% Resists +12% lightning +11% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | spellcowled kruk cloak of Iron Throne (0 def, 0 armour) spellcowled kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +1 Str +2 Mag +2 Wil +2 Con ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.mana +41.00 A stylish kruk-style cloak, to look awesome. |
Main armor | steel mail armour 'Winterbreak' (2 def, 6 armour) steel mail armour 'Winterbreak' (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +9% fire +20% lightning +3% cold Mind.save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 83% / cooldown 64%) medical injector implant (efficiency 83% / cooldown 64%)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 83% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 83% / cooldown 56%) medical injector implant (efficiency 83% / cooldown 56%)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 83% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 119% / cooldown 86%) medical injector implant of the sneak (efficiency 119% / cooldown 86%)0.1 T1 implant scroll [Ego] 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 119% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5) steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 7) steam generator implant of the duelist (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 126; cd 15) healing infusion of the warrior (heal 126; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 228; 12 cd) regeneration infusion of the psychic (heal 228; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 240; 15 cd) regeneration infusion of the sneak (heal 240; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 274; 14 cd) regeneration infusion of the warrior (heal 274; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 215; 17 cd) regeneration infusion of the wizard (heal 215; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, darkness, fire, light, cold) Prismatic Rune (6 turns; acid, physical, darkness, fire, light, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 darkness, 5 fire, 5 light, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 15) manasurge rune (regen 600% over 10 turns; mana 30; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
warrior's copper amulet of magic (+2) warrior's copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Sunworth Sunworth0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +11% nature Res.pen +10% light +5% cold ----- def ----- Resists +22% nature ---------- misc Light +3 Rings can have magical properties. |
Cloudrip (13.5-20.25 power, 1 apr) Cloudrip (13.5-20.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 13.5 - 20.3 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +8 lightning While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% darkness +5% arcane Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 78% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Borimas the Umbranull (31-46.5 power, 2 apr) Borimas the Umbranull (31-46.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 31.0 - 46.5 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 acid On Crit.r2 +4 acid On Hit: 20% Curse of Vulnerability 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Melee Ret 2 acid 6 darkness Massive two-handed mauls. |
Cautery Sword (40-56 power, 10 apr) Cautery Sword (40-56 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 185.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 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+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 28 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. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Manesakan the vined mindstar (5-5.5 power, 18 apr, nature damage) Manesakan the vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +15 (+7 eff.) Cut- +20% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.20 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. |
Surefire Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Flashpoint Flashpoint4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 30% Wil, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
enlightening hardened leather armour of the deep (9 def, 9 armour) enlightening hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +7% acid +8% cold Mind.save +13 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Glitterquencher the linen cloak (1 def, 0 armour) Glitterquencher the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Zubedatira' (0 def, 7 armour) pair of rough leather boots 'Zubedatira' (0 def, 7 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +7 Resists +11% lightning +5% temporal +3% acid Blind- +10% Stun/Frz- +10% A pair of boots made of leather. |
Glacierpyre the linen wizard hat (1 def, 0 armour) Glacierpyre the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +3% cold ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
torn swimming goggles (0 def, 0 armour) torn swimming goggles (0 def, 0 armour)2.0 T1 head armor [Unique] While equipped: ---------- misc Breathe water The strap is broken. You wonder if it makes you look uncool. |
7 agate 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 ametrine 6 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. |
8 citrine 8 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. |
7 zircon 7 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. |
aquamarine 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. |
amethyst 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. |
166 alchemist agate 166 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. |
Ce'Nuwen the Frigidwire Ce'Nuwen the Frigidwire2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% cold +9% physical ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Light +3 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dull iron pickaxe (dig speed 50 turns) dull iron pickaxe (dig speed 50 turns)3.0 T1 digger tool [Unique] While carried: ---------- misc Talents +1 Dig A very weathered heirloom. You think the handle gave you a splinter. |
iron pickaxe 'Strikewrecker' (dig speed 40 turns) iron pickaxe 'Strikewrecker' (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +6% fire ----- def ----- Resists +6% lightning +3% fire +10% nature +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 102.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Achievements
By Explorer Bob the Experienced Adventurer level 6
5th Mirth 122nd year of Ascendancy at 14:27 see stats
By Explorer Bob the Experienced Adventurer level 10
4th Flare 122nd year of Ascendancy at 10:15 see stats
By Explorer Bob the Experienced Adventurer level 10
4th Flare 122nd year of Ascendancy at 10:14 see stats
By Explorer Bob the Experienced Adventurer level 12
10th Dusk 122nd year of Ascendancy at 04:12 see stats
By Explorer Bob the Experienced Adventurer level 12
12nd Dusk 122nd year of Ascendancy at 06:32 see stats
By Explorer Bob the Experienced Adventurer level 9
2nd Summertide 122nd year of Ascendancy at 14:14 see stats
Log
Bleeding from Urkis, the High Tempest hits Explorer Bob for 18 physical damage.
Hurricane from Urkis, the High Tempest hits Explorer Bob for (28 absorbed), 112 lightning (112 total damage).
Explorer Bob casts Healing Light.
Explorer Bob's spell attains critical power!
Explorer Bob receives 463 healing.
A shield forms around Explorer Bob.
Explorer Bob receives 28 healing from Explorer Bob's healing light area effect.
Your shield crumbles under the damage!
The shield around Explorer Bob crumbles.
Bleeding from Urkis, the High Tempest hits Explorer Bob for 18 physical damage.
Hurricane from Urkis, the High Tempest hits Explorer Bob for (28 absorbed), 81 lightning (81 total damage).
Explorer Bob uses Infusion: Regeneration.
Explorer Bob starts regenerating health quickly.
A shield forms around Explorer Bob.
Urkis, the High Tempest HEALS from lightning damage!
Explorer Bob hits Urkis, the High Tempest for 1 lightning, 4 healing (1 total damage) [4 healing].
Raze hits Urkis, the High Tempest for 7 darkness damage.
Explorer Bob receives 28 healing from Explorer Bob's healing light area effect.
Your shield crumbles under the damage!
The shield around Explorer Bob crumbles.
Hurricane from Urkis, the High Tempest hits Explorer Bob for (9 absorbed), 92 lightning (92 total damage).
Bleeding from Urkis, the High Tempest hits Explorer Bob for (18 absorbed), 0 physical (0 total damage).
Explorer Bob casts Moonlight Ray.
Raze hits Urkis, the High Tempest for 7 darkness damage.
Explorer Bob hits Urkis, the High Tempest for 77 darkness damage.
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest casts Lightning.