












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
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. 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!) 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:
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:
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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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: EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 26 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 17 on the 64th Dusk 122nd year of Ascendancy at 15:23 2 / 4Killed by snow giant thunderer at level 19 on the 76th Dusk 122nd year of Ascendancy at 12:31 Killed by slimer at level 23 on the 61st Haze 122nd year of Ascendancy at 03:38 Killed by saw horror at level 23 on the 62nd Haze 122nd year of Ascendancy at 20:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 46) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 74 (base 57) |
| Cunning | 42 (base 14) |
Resources
| Life | 469/469 |
| Equilibrium | 73 |
| Steam | 100/100 |
| Healing Factor | 1.1683870967742 |
| Regeneration | 1.4604838709677 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 32.428423104261 |
| See Invisible | 32.428423104261 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 42 |
| Crit Chance | 29% |
| APR | 73 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Nature | +21% |
| Acid | +13% |
| Physical | +8% |
| Mind | +13% |
| All | 0% |
Offense: Damage Penetration
| Nature | +44% |
Defense: Base
| Armour (hardiness) | 55.413408721348 (66.666666666667%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 9 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 13%( 70%) |
| All | 0%( 70%) |
| Darkness | 0%( 70%) |
| Light | + 3%( 70%) |
| Cold | + 22%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 29% |
| Confusion Resistance | 42% |
| Fear Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 79% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 66%. |
| 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 517% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 55%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Effects
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
Escort the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell) | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Silirevea the Dawnsweep (0 def, 4 armour) 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 12 light ----- def ----- Armour +4 Fatigue +3% Resists +12% cold Stealth +8 Die.at -80.00 life Silence- +20% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.90 Max.stam +12.00 Talents +4 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- 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. |
| On head | Lelisin the elven-silk wizard hat (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +11 Cun +5 Wil dps ---------- Mind.crit +5% Dmg.mod +13% mind +11% acid ----- def ----- Defense +3 (+1 eff.) Resists +16% acid +13% mind +3% light Phys.save +9 (+4 eff.) Mind.save +31 (+8 eff.) Confus- +0% Fear- -20% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 159 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Delebers [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Dex +2 Con dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 36 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | rogue's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+2 eff.) Resists +22% nature Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +12% Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 56 apr, nature damage) 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 54% Wil, 18% Cun Mastery Psiblades Acc uses Wil Apr +56 Crit +23.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 191.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | thorny mindstar of the jelly (9.5-10.45 power, 73 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.5 - 10.5 Nature Uses 73% Wil, 36% Cun Mastery Psiblades Acc uses Wil Apr +73 Crit +19.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Midor' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold +3% nature +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Coalfury the dwarven-steel mail armour (8 def, 35 armour) 14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +12% darkness +3% physical Melee Ret 30 physical ----- def ----- Armour +35 Defense +8 (+4 eff.) Fatigue +17% Resists +1% physical Mind.save +12 (+3 eff.) Max.HP +55.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
Inventory
steam generator implant of the psychic (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 206)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 instantly heal yourself for 206 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 63)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 instantly heal yourself for 63 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 121 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Dexterity 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 |
regeneration infusion of the duelist (heal 114 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Dexterity 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 |
regeneration infusion of the duelist (heal 114 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Dexterity 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 |
regeneration infusion of the psychic (heal 412 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 209 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 233 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 143 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. Its effects scale with your Constitution 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 |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 10% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 16%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 16%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 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. |
wild infusion of the warrior (resist 15%; cure magical)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 cure yourself of one random magical effect and reduce all damage taken by 15% for 4 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. |
wild infusion of the wizard (resist 16%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (421% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 421% 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. 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 |
movement infusion (399% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 |
2 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. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
insulating copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% fire +13% cold Amulets can have magical properties. |
restful copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -4% HP.reg +1.30 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 +12% darkness Blind- +20% Amulets can have magical properties. |
grounding steel amulet of mastery (0.12 Wild-gift / Mucus)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +24% ---------- misc Masteries +0.12 Wild-gift/Mucus Amulets can have magical properties. |
Belurin the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +3 Cun +5 Con dps ---------- Crit.mult +13.00% Spell.pwr +7 (+4 eff.) Mov.spd +10% Dmg.mod +6% blight +5% fire ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -6% Resists +19% lightning +6% cold HP.reg +0.50 Pinning- +20% Stun/Frz- +21% ---------- misc Stam/turn +0.70 See.Invis +9 Amulets can have magical properties. |
clarifying gold amulet of mastery (0.20 Wild-gift / Slime)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Amulets can have magical properties. |
Dagysin0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Dmg.mod +11% lightning +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% lightning Spell.save +3 (+2 eff.) Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
psionicist's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Mind.save +5 (+1 eff.) Confus- +27% Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+3 eff.) Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.90 Stun/Frz- +26% Rings can have magical properties. |
psionicist's gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Mind.save +8 (+2 eff.) Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
inquisitor's stralite waraxe of crippling (33-46.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Disrupt/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 14 arcane resource burn On Crit: * burns latent spell energy * cripple the target While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +15% One-handed war axes. It was changed by the digestive sack. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
coruscating stralite steamsaw of resistance (31-46.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Nature/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Melee Ret 24 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +6% acid +21% fire +6% lightning +9% cold ---------- misc Talents +2 Block 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! |
Woehack4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 acid On Hit: * 20% chance to inflict 15% damage reduction While equipped: Stats +5 Dex dps ---------- Dmg.mod +14% acid Res.pen +10% darkness +33% physical Phasing +27% ----- def ----- Resists +6% darkness Longbows are used to shoot arrows at your foes. |
Furnacepower the reinforced leather sling4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +9 lightning +9 fire On Crit.r2 +4 fire While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +10% lightning +13% fire +3% blight Res.pen +5% fire Acc +7 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
Runidig the pouch of voratun shots (22/22, 54-64.8 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Master/Psionic Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +18.0% Capacity 22 Ranged+ +26 cold On Crit.r2 +4 physical +11 cold On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Arevea the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +3% blight +12% fire +16% nature +6% light Spell.save +3 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel plate armour 'Barkbliss' (5 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% nature +12% fire Res.pen +5% nature Melee Ret 0 physical ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +6% acid +5% physical +8% lightning +7% fire +15% nature +7% cold Disarm- +26% Stun/Frz- +25% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
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. |
blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 HP.reg +1.20 Heal.mod +11% A belt that goes around your waist. |
pair of rough leather boots 'Zanotir' (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Stealth +0 ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.09 to 138.27 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
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 +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Salura (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Mag +3 Wil dps ---------- Dmg.mod +15% acid Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +4% Resists +6% acid Mind.save +9 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
4 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. |
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. |
7 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. |
5 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. |
10 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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
60 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 lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
ethereal alchemist's lamp of the moons0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +7% darkness ----- def ----- Resists +7% light Affinity +5% darkness ---------- misc Light +5 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 44.78 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +9 (+5 eff.) ---------- misc Light +3 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. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 12] potent frost salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 12] potent water salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 55% cooldown modifier. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By slimer the Cornac Oozemancer level 24
63rd Haze 122nd year of Ascendancy at 07:22 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By slimer the Cornac Oozemancer level 12
13rd Dusk 122nd year of Ascendancy at 05:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By slimer the Cornac Oozemancer level 17
54th Dusk 122nd year of Ascendancy at 03:15 see stats
Exterminator
Killed 1000 creatures.By slimer the Cornac Oozemancer level 18
65th Dusk 122nd year of Ascendancy at 00:07 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By slimer the Cornac Oozemancer level 24
63rd Haze 122nd year of Ascendancy at 07:47 see stats
Level 10
Got a character to level 10.By slimer the Cornac Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 04:44 see stats
Level 20
Got a character to level 20.By slimer the Cornac Oozemancer level 20
78th Dusk 122nd year of Ascendancy at 08:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By slimer the Cornac Oozemancer level 21
9th Haze 122nd year of Ascendancy at 03:19 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By slimer the Cornac Oozemancer level 25
1st Decay 122nd year of Ascendancy at 15:04 see stats
The Arena
Unlocked Arena mode.By slimer the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 09:51 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By slimer the Cornac Oozemancer level 24
63rd Haze 122nd year of Ascendancy at 07:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By slimer the Cornac Oozemancer level 17
64th Dusk 122nd year of Ascendancy at 07:22 see stats
Log
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of dwarven-steel battleaxe (33-49.5 power, 2 apr).
You gain 5.40 gold from the melting of cruel elven-wood vilestaff of might (25-30 power, 5 apr, fire element).
You gain 7.20 gold from the melting of cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element).
You gain 10.72 gold from the melting of magewarrior's short ash vilestaff of wizardry (15-18 power, 3 apr, fire element).
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 6.00 gold from the melting of schematic: Spike Attachment.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Saw Projector.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Focus Lens.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.50 gold from the melting of schematic: Fiery Salve.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Explosive Shell.
You gain 0.56 gold from the melting of teleportation rune (range 42).
You gain 1.13 gold from the melting of manasurge rune of the psychic (1214% regen over 10 turns; 61 instant mana).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 2.17 gold from the melting of insidious poison infusion (34 nature damage, 35% healing reduction).
You gain 2.02 gold from the melting of steam generator implant (steam 6).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Saving game...
Saving done.
Slimer deactivates Psiblades.
Slimer deactivates Antimagic Shield.
Slimer deactivates Unstoppable Nature.
Slimer deactivates Mitosis.

























































































































