








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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!) Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Better Item Description 1.5.5This 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 Select your Escorts 1.5.0Allows 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. Forbidden Cults 1.5.9Official 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 | Cornac |
| Class | Brawler |
| Level / Exp | 25 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Nerona the venom drake at level 19 on the 11st Haze 122nd year of Ascendancy at 22:27 3 / 4Killed by Zubukira the corrupted acidic digestor's temporal clone at level 25 on the 45th Haze 122nd year of Ascendancy at 10:03 Killed by blade horror at level 25 on the 45th Haze 122nd year of Ascendancy at 14:09 Killed by Newbraw at level 25 on the 45th Haze 122nd year of Ascendancy at 14:14 |
Primary Stats
| Strength | 51 (base 34) |
| Dexterity | 54 (base 43) |
| Constitution | 41 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 58 (base 37) |
Resources
| Life | 783/783 |
| Steam | 100/100 |
| Stamina | 247/247 |
| Psi | 108/108 |
| Healing Factor | 1.2203791469195 |
| Regeneration | 3.1119668246448 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Barehand
| Damage | 98 |
| Accuracy | 45 |
| Crit Chance | 27% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +17% |
| Arcane | +21% |
| Light | +11% |
| Physical | +10% |
Offense: Damage Penetration
| Physical | +7% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 47 (71.618610747051%) |
| Defense | 35 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 15%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 11% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within6 lumberjacks have died. | 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 | Baruharalar the Shadevengeance (0 def, 5 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +7% physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue -3% Resists +6% acid Max.HP +33.00 ---------- misc Stam/turn +1.00 Max.stam +12.00 A pair of boots made of leather. |
| On hands | Galadunasin the Nightserpent (0 def, 23 armour)1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +15 Con +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 15 blight 34 mind 38 darkness 20 light Dmg.mod +17% blight +11% light +21% arcane Res.pen +15% darkness On Hit (Melee): * 25% chance to cause random gloom ----- def ----- Armour +23 Hardiness +15% Resists +10% blight +12% physical +15% light +5% arcane Mind.save -5 (-2 eff.) Unarmed combat: Power 137% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% Melee+ +8 blight On Crit.r2 +15 blight On Hit: 10% Reproach 5 On Hit: 20% Soul Rot 5 On Hit: 5% Stone Touch 5 On Hit: * 14% chance to blind Ruined Earth: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +21 (+9 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 | sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +5 Dex dps ---------- Melee+ 7 bleed Ranged+ 7 bleed Acc +8 (+3 eff.) On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | treant's gold ring of blinding strikes0.1 T3 ring jewelry [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 29 light Ranged+ 20 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Resists +6% nature +8% blight Poison- +11% Disease- +13% Rings can have magical properties. |
| Around neck | steel amulet 'Aroth'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -5% Resists +3% blight +6% fire +3% temporal HP.reg +1.60 ---------- misc Mana/turn +0.10 Max.mana +22.00 Amulets can have magical properties. |
| Main armor | Behemoth Hide (4 def, 9 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +9 Hardiness +20% Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +13% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | brass lantern 'Grinaravon'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Disease- +15% Confus- +10% Stun/Frz- +15% ---------- misc Light +4 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. |
| Cloak | linen cloak of backstabbing (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Stealth +7 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Flashriver the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +5 Str +3 Dex +2 Wil ----- def ----- Fatigue -12% Resists +9% lightning Crit.dmg- 15.00% Mind.save +6 (+3 eff.) Max.HP +47.00 ---------- misc Max.enc +20 Telepathy Humanoid/Orc A belt that goes around your waist. |
Inventory
medical injector implant of the duelist (efficiency 154% / cooldown 58%)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 154% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 159)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and 1 poison effect. 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 ability. |
healing infusion of the sneak (heal 159)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and 1 poison effect. 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 ability. |
healing infusion of the warrior (heal 157)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 157 and cleanse 1 wound and 1 poison 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 ability. |
wild infusion of the warrior (resist 23%; cure mental, physical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
heat beam rune (64 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 64.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 344 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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: 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. |
grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets can have magical properties. |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% light +10% darkness Blind- +21% Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 24 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Unlightwing0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +7% On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +30 (+12 eff.) Blind- +20% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
steel amulet 'Layakira'0.1 T2 amulet jewelry [Rare] Arcane While equipped: ----- def ----- Resists +3% blight +9% mind +9% acid Blind- +10% Cut- +25% Confus- +5% Knockbk- +5% Teleport- +50% Teleport you randomly (rad 37) Puts all charms on 12 cooldown Amulets can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
savior's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
Boregohir the Filthworm0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +4 Cun dps ---------- Spell.pwr +7 (+7 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% nature Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
gold ring 'Spidermonster'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature +15% darkness Mind.save +7 (+4 eff.) Confus- +25% Rings can have magical properties. |
steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
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 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
Toregakan (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% cold HP.reg +4.30 ---------- misc Stam/turn +1.20 Mana/turn +0.04 A suit of armour made of leather. |
enlightening hardened leather armour of command (10 def, 11 armour)9.0 T3 light armor [Ego++] Psionic While equipped: Stats +8 Cun +3 Wil ----- def ----- Armour +11 Hardiness +0% Defense +10 (+5 eff.) Fatigue +8% Mind.save +24 (+10 eff.) A suit of armour made of leather. |
Demonshine the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) Melee Ret 12 darkness ----- def ----- Resists +12% lightning +3% darkness +3% cold +3% nature +5% arcane Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Umbrareeve of the Blightspawn1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Phys.crit +7.0% Mind.crit +8% Mind.pwr +5 (+3 eff.) Dmg.mod +3% darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction On Melee Ret: * 28% chance to inflict 15% damage reduction * 26% chance to disease ----- def ----- Resists +7% cold +8% fire Mind.save +8 (+4 eff.) A belt that goes around your waist. |
insulating hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +8% cold +8% fire Max.HP +30.00 A belt that goes around your waist. |
Duskminister the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +6% darkness +3% arcane Res.pen +10% arcane Melee Ret 8 arcane ----- def ----- Resists +8% acid +6% darkness +8% lightning +8% fire +5% arcane +9% cold Mind.save +9 (+5 eff.) A belt that goes around your waist. |
Curehunt (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature +12% fire Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% darkness +3% fire Def/telep +11 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tahir the Glintrigor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +7% Spell.pwr +4 (+4 eff.) S.pwr/crit +8 Res.pen +20% light ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Willoworacle' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag +7 Con dps ---------- Res.pen +20% nature ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dazzlegore' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +12% lightning Melee Ret 20 light ----- def ----- Defense +10 (+5 eff.) Resists +9% light Phys.save +8 (+4 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adotira the Healwyrd (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% nature +9% physical Res.pen +10% nature +5% physical Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Ebonyhunt' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Wil dps ---------- Res.pen +10% darkness ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +1 Infravis +1 A pair of boots made of leather. |
Chaloharaldil (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +3 Con dps ---------- Spell.pwr +4 (+4 eff.) Mind.pwr +5 (+3 eff.) Res.pen +12% temporal +15% darkness +5% physical ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +10% temporal Mind.save +6 (+3 eff.) Def/telep +16 Res/telep +15% Dur/telep +10% ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Max.psi +20.00 Blindside: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Disengage: Puts all charms on 12 cooldown Level 1.2 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Belomakor' (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% blight Phasing +20% ----- def ----- Armour +2 Resists +12% blight HP.reg +1.90 ---------- misc Stam/turn +1.00 Max.stam +16.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Phasing +30% On Hit: 10% Slumber 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Neramithra' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Mag dps ---------- Dmg.mod +11% cold Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +16% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Aeresevena the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +0 Cun +3 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Mind.save +0 (+0 eff.) ---------- misc Light +3 Infravis +3 A cap made of leather. |
Gunulathador the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +20% physical Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +15% fire +7% nature +6% darkness Spell.save +4 (+2 eff.) Max.HP +44.00 Heal.mod +12% A cap made of leather. |
Chartorrent (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +8 Str +3 Dex +3 Cun dps ---------- Dmg.mod +3% blight +9% fire Apr +5 Melee Ret 12 blight 5 physical 8 fire ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 16 cooldown Level 3.6 Pwr.cost 16 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 333.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
Gylabar (7 def, 14 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% mind ----- def ----- Armour +14 Defense +7 (+4 eff.) Fatigue +3% Resists +12% blight +9% acid +3% all Phys.save +6 (+3 eff.) Die.at -40.00 life Blind- +15% A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 15 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Fulirim (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +4 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 Infravis +1 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mydemas the iron helm (6 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Phys.pwr +14 (+3 eff.) Apr +4 ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Resists +6% physical Phys.save +6 (+3 eff.) Heal.mod +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashhash (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% light ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +7% temporal +10% darkness +11% cold +9% light ---------- misc Light +1 Infravis +4 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
10 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. |
9 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 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
5 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
2 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. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
254 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. |
Blazeravager2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% lightning On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% lightning 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. |
Goreroddahor the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Str +4 Con ----- def ----- Resists +6% blight +5% arcane +3% all Spell.save +18 (+9 eff.) ---------- misc Light +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. |
Skyusher the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun +1 Con dps ---------- Res.pen +10% lightning ----- def ----- Fatigue -2% Resists +3% lightning Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +12 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. |
alchemist's lamp 'Daywrest'1.0 T3 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +3% light +6% acid Phys.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +51.00 Heal.mod +15% ---------- misc Light +5 See.Stealth +8 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Dawnzephyr (dig speed 36 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +4% Dmg.mod +3% mind Res.pen +5% mind On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% mind ---------- misc Max.mana +25.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hathedin the dwarven-steel pickaxe (dig speed 10 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex +3 Mag +2 Cun ----- def ----- Resists +7% darkness Affinity +15% darkness Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +67.00 ---------- misc Max.stam +18.00 Infravis +5 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
dwarven-steel torque of mindblast 'Pitchstrider' [power 197] (5 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Dex +2 Wil +4 Con dps ---------- Dmg.mod +15% darkness Fire a blast of psionic energies in a range 6 beam dealing 98.50 to 197.00 mind damage Puts all charms on 5 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 27] (16 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
Shinemonster the ash totem of cure ailments [power 2] (8 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% light ---------- misc Wards +2 acid +2 nature +1 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of conjuration 'Smolderkiss' [power 373] (8 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% fire Melee Ret 12 darkness ----- def ----- Resists +6% darkness +9% fire ---------- misc Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 186 to 373 Puts all charms on 8 cooldown 100% to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Newbraw the Cornac Brawler level 24
34th Haze 122nd year of Ascendancy at 18:43 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Newbraw the Cornac Brawler level 18
72nd Dusk 122nd year of Ascendancy at 12:38 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Newbraw the Cornac Brawler level 23
30th Haze 122nd year of Ascendancy at 22:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Newbraw the Cornac Brawler level 10
2nd Dusk 122nd year of Ascendancy at 02:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Newbraw the Cornac Brawler level 20
13rd Haze 122nd year of Ascendancy at 08:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Newbraw the Cornac Brawler level 18
34th Dusk 122nd year of Ascendancy at 15:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Newbraw the Cornac Brawler level 12
7th Dusk 122nd year of Ascendancy at 04:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Newbraw the Cornac Brawler level 7
77th Pyre 122nd year of Ascendancy at 18:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Newbraw the Cornac Brawler level 16
21st Dusk 122nd year of Ascendancy at 18:56 see stats
Log
Snow giant boulder thrower starts to bleed.
Snow giant boulder thrower is stunned with fear!
Snow giant boulder thrower hits Newbraw for (4 resist armour), 0 cold (0 total damage).
Burb the snow giant champion hits Newbraw for (29 resist armour), 2 fire (2 total damage).
Newbraw hits Snow giant boulder thrower for 240 physical, 9 blight, 1 physical, 54 light, 38 darkness, 18 blight, 34 mind (395 total damage).
Dredgling casts Dust to Dust.
Snow giant casts Mind Disruption.
Burb the snow giant champion returns to normal.
Dredgling hits Blade horror for (31 to psi shield), 21 temporal, (28 to psi shield), 19 physical (41 total damage).
Dredgling hits Copperhead snake for 53 temporal, 41 physical (94 total damage).
Dredgling hits Newbraw for (29 resist armour), 17 temporal, (29 resist armour), 12 physical (29 total damage).
Dredgling hits Cold drake hatchling for 53 temporal, 53 physical (106 total damage).
Bleeding from Newbraw hits Snow giant boulder thrower for 1 physical damage.
Blade horror uses Implode.
Blade horror hits Newbraw for (29 resist armour), 32 physical (32 total damage).
Newbraw the level 25 cornac brawler was splattered to death by a blade horror on level 1 of Daikara.
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You have 3 life(s) left.
Newbraw is free from the hex.
Newbraw deactivates Striking Stance.
Newbraw deactivates Chant of Fortress.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Blade horror killed Newbraw!
Talent Double Strike is ready to use.
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Saving done.
Saving game...


































































































































