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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Items Vault 1.6.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Starting Equipment 1.6.0 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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. Spell Merchants 1.6.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Infinite Cat Points 1.4.0One Cat Point per level. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Better Item Description 1.6.6This 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 Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Forbidden Cults 1.6.7Official 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Cursed |
| Level / Exp | 34 / 63% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 120.5 (base 60) |
| Dexterity | 98 (base 10) |
| Constitution | 126 (base 56) |
| Magic | 75.5 (base 10) |
| Willpower | 173.98507962503 (base 60) |
| Cunning | 157.99253981251 (base 60) |
Resources
| Life | 1295/1573 |
| Hate | 45/110 |
| Equilibrium | 49 |
| Steam | 100/100 |
| Healing Factor | 1.7473398429843 |
| Regeneration | 10.920874018652 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Invisible | 9 |
| Stealth | 145.26858662941 |
Offense: Mainhand
| Damage | 273 |
| Accuracy | 83 |
| Crit Chance | 66% |
| APR | 91 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 319 |
| Accuracy | 83 |
| Crit Chance | 62% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 117 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +42% |
| Lightning | +19% |
| Light | +9% |
| Nature | +36% |
| Cold | +20% |
| Physical | +20% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +5% |
| Physical | +15% |
| Mind | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 60 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 40%( 76%) |
| Cold | + 70%( 70%) |
| All | + 35%( 70%) |
| Darkness | + 46%( 80%) |
| Light | + 61%( 70%) |
| Lightning | + 55%( 70%) |
| Mind | + 27%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 0% |
| Fear Resistance | 15% |
| Knockback Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 12 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
| Cursed / Gloom | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 3.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Savage Hunter |
| talent | Psiblades |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.5)Penalty : Fractured Sanity: -11% Mind Resistance, -15% Confusion Immunity Power 1+: Unleashed: +19% critical damage, +23% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 85% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Salewe the giant ice ant - War bear - Cave bear 24% Received damage reduction against: - Bear - Crystal - Ant |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +14 Darkness Resistance, +10% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 12% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+47% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
| beneficial effect | All stats increased by 60. Pain Enhancement System |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.5)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 40% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.5): 6%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 116 mind and 82 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 6%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 180 Mind damage, and deal 127 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 41% resistance against blight, cold and light. Resolve |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Kuleg the Rainrune (Madness) (0 def, 4 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% mind +5% acid ----- def ----- Armour +4 Resists +3% acid +15% cold ---------- misc Infravis +2 Curse of Madness A pair of boots made of leather. |
| Quiver | psychokinetic pouch of steel shots of grasping (16/16, 124% power, 2 apr)3.0 T2 shot ammo [Ego++] Nature/Psionic Power 124% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +7 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 391 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 391 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | dreamer's alchemist's lamp of focus (Nightmares)1.0 T3 lite [Ego+] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +4 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Zanystir' (Misfortune) (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +17% blight +1% physical Crit.dmg- 15.00% Phys.save +6 (+1 eff.) Mind.save +23 (+6 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | storm drakeskin leather gloves of archery (Madness) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +8 Cun +4 Dex dps ---------- Melee+ 9 lightning Dmg.mod +6% lightning Acc +6 (+1 eff.) Apr +7 ----- def ----- Armour +3 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Persistent Will (Nightmares)2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +12% mind Curse of Nightmares Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | gold ring 'Demonlord' (Nightmares)0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% light Res.pen +5% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 44% ----- def ----- Resists +26% lightning +3% darkness +3% nature Curse of Nightmares Rings can have magical properties. |
| On fingers | Poreyara the Corpsenight (Corpses)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +4 Wil +6 Cun dps ---------- Crit.mult +20.00% Dmg.mod +12% mind Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 85% ---------- misc Psi/ret +0.24 Max.hate +10.00 Curse of Corpses Rings can have magical properties. |
| Around neck | steel amulet of willpower (+3) (Corpses)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Curse of Corpses Amulets can have magical properties. |
| In main hand | pulsing mindstar 'Ariletira' (Madness) (104% power, 84 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 105% Range: 1.1x Uses 157% Wil, 70% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +84 Crit +6.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +7 Wil dps ---------- Phys.crit +7.0% Mind.crit +4% Mind.pwr +19 (+3 eff.) Dmg.mod +12% physical +6% nature +9% mind Res.pen +15% physical ----- def ----- Resists +7% blight Disease- +19% ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | balancing hardened leather belt of burglary (Corpses)1.0 T3 belt armor [Ego++] Master While equipped: Stats +7 Dex +7 Cun +7 Lck dps ---------- Phys.crit +8.0% Mind.crit +7% ----- def ----- Stealth +7 ---------- misc T.Disarm +7 Infravis +4 Curse of Corpses A belt that goes around your waist. |
| In off hand | Great Caller (Madness) (100% power, 47 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 110% Wil, 117% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +47 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +6% Mind.pwr +28 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. Curse of Madness This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| Cloak | linen cloak of Eldoral (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (Shrouds) (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss Curse of Shrouds This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 T5 schematic scroll [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
marksman's gold ring of sensing (Nightmares)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +10 See.Invis +10 Curse of Nightmares Rings can have magical properties. |
iron battleaxe (Madness) (103% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 104% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
thought-forged iron battleaxe (Corpses) (111% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 111% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to reduce all saves and defense by 55 While equipped: Stats +3 Cun +3 Wil Curse of Corpses Massive two-handed battleaxes. |
balanced steel battleaxe of erosion (Madness) (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 123% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +31% Curse of Madness Massive two-handed battleaxes. |
Veleganor the Poxlady (Nightmares) (189% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Disrupt/Master Power 189% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 21% chance to slow global speed by 85% * 10% chance to reduce damage dealt by 44% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 85% Curse of Nightmares Massive two-handed swords. |
Bloomsoul (Shrouds) (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature 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 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Shrouds Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 94 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. |
gifted vined mindstar (Nightmares) (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
Oozing Heart (Misfortune) (115% power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Misfortune Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 164.05 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
flaming stralite steamsaw of cold resistance (+15%) (Corpses) (137% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 137% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit.r1 +9 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% cold ---------- misc Talents +2 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quiver of elm arrows of persecution (22/22, 109% power, 5 apr)3.0 T1 arrow ammo [Ego] Disrupt Power 109% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 Against +9% Unnatural +9% Unliving Arrows are used with bows to pierce your foes to death. |
acidic pouch of iron shots of accuracy (17/17, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 111% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 17 On Crit: * Splash the target with acid dealing 58 damage over 5 turns and reducing armor and accuracy by 8 Shots are used with slings to pummel your foes to death. |
iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
rejuvenating iron mail armour of fire resistance (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire HP.reg +2.10 ---------- misc Stam/turn +0.50 Curse of Nightmares A suit of armour made of mail. |
impenetrable dwarven-steel plate armour (Madness) (0 def, 19 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Curse of Madness A suit of armour made of metal plates. |
rough leather belt (Madness)1.0 T1 belt armor [Normal] Curse of Madness A belt that goes around your waist. |
Betobreta the hardened leather belt (Nightmares)1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Armour +2 Resists +7% acid +4% physical +6% cold +9% blight Confus- +20% Teleport- +20% Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Blazevalor' (Misfortune)1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +30% light +18% lightning Res.pen +25% acid ----- def ----- Resists +6% acid Phys.save +9 (+2 eff.) ---------- misc Light +3 Curse of Misfortune A belt that goes around your waist. |
traveler's pair of iron boots of tirelessness (Misfortune) (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +10.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubirewe the Dawnguile (Nightmares) (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +25% light ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal +15% blight Crit.dmg- 10.00% Mind.save +6 (+2 eff.) Max.HP +40.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (Shrouds) (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
iron gauntlets (Madness) (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (Misfortune) (0 def, 2 armour)1.5 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +10 (+2 eff.) Apr +7 On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +18 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat of strength (+3) (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Curse of Shrouds A hat made of leather. Very stylish. |
torn swimming goggles (Shrouds) (0 def, 0 armour) torn swimming goggles (Shrouds) (0 def, 0 armour)2.0 T1 head armor [Unique] While equipped: ---------- misc Breathe water Curse of Shrouds The strap is broken. You wonder if it makes you look uncool. |
Cap of the Undisturbed Mind (Nightmares) (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. Curse of Nightmares To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
18 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. |
13 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. |
21 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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. |
30 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. |
28 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
35 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. |
36 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. |
42 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
50 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. |
brass lantern (Shrouds)2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 Curse of Shrouds 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. |
bright alchemist's lamp of health (Madness)1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +48.00 ---------- misc Light +7 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
dull iron pickaxe (Shrouds) (dig speed 50 turns)3.0 T1 digger tool [Unique] While carried: ---------- misc Talents +1 Dig Curse of Shrouds A very weathered heirloom. You think the handle gave you a splinter. |
Emelyramira the dwarven-steel pickaxe (Shrouds) (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +8% fire +9% mind +6% physical On Hit (Melee): * 20% chance to slow global speed by 85% * 10 arcane resource burn ----- def ----- Resists +12% nature +5% arcane Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Amigodor the Kruk Yeti Cursed level 13
43rd Retaking 124th year of Ascendancy at 18:41 see stats
Exterminator
Killed 1000 creatures.By Amigodor the Kruk Yeti Cursed level 28
25th Pain 124th year of Ascendancy at 08:52 see stats
Level 10
Got a character to level 10.By Amigodor the Kruk Yeti Cursed level 10
29th Retaking 124th year of Ascendancy at 05:59 see stats
Level 20
Got a character to level 20.By Amigodor the Kruk Yeti Cursed level 20
23rd Revenge 124th year of Ascendancy at 06:06 see stats
Level 30
Got a character to level 30.By Amigodor the Kruk Yeti Cursed level 30
38th Pain 124th year of Ascendancy at 04:17 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Amigodor the Kruk Yeti Cursed level 33
11st Dearth 124th year of Ascendancy at 05:14 see stats
Size matters
Did over 600 damage in one attack.By Amigodor the Kruk Yeti Cursed level 24
26th Revenge 124th year of Ascendancy at 08:29 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Amigodor the Kruk Yeti Cursed level 33
42nd Pain 124th year of Ascendancy at 16:48 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Amigodor the Kruk Yeti Cursed level 23
25th Revenge 124th year of Ascendancy at 15:07 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Amigodor the Kruk Yeti Cursed level 33
42nd Pain 124th year of Ascendancy at 19:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Amigodor the Kruk Yeti Cursed level 27
34th Revenge 124th year of Ascendancy at 09:13 see stats
Log
Reckless Charge is still on cooldown for 2 turns.
Amigodor receives 49 healing from Unnatural Body.
Talent Reckless Charge is ready to use.
Amigodor's mind surges with critical power!
Black crystal casts Blight Bolt.
Black crystal's Blight Bolt hits Amigodor for (58 antimagic), 0 blight (0 total damage).
Mindrot hits Black crystal for 41 mind, 57 darkness (98 total damage).
Mindrot hits Black crystal for 41 mind, 57 darkness (98 total damage).
Talent Pain Enhancement System is ready to use.
Amigodor revels in the pain.
Amigodor performs a melee critical strike against Black crystal!
Amigodor's mind surges with critical power!
Amigodor performs a melee critical strike against Black crystal!
Amigodor hits Black crystal for 517 mind damage.
Amigodor killed Black crystal!
Amigodor receives 71 healing from Unnatural Body.
Amigodor deactivates Antimagic Shield.
Amigodor deactivates Savage Hunter.
Amigodor is no longer attuned.
Amigodor deactivates Stalk.
Amigodor deactivates Gloom.
Amigodor deactivates Cleave.
Amigodor deactivates Psiblades.
Amigodor no longer feels strong.
































































































































