












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: ZOmnibus Addon Pack 1.7.4Combines 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows 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. Qlass Pack 1.7.2Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 24 / 59% |
| Size | huge |
| Lifes / Deaths | Killed by Silaldariakira the mountain troll at level 11 on the 12nd Profit 122nd year of Ascendancy at 20:45 0 / 7Killed by Neryma the lesser vampire at level 21 on the 10th Dearth 122nd year of Ascendancy at 07:15 Killed by Ce'Nildara the sand-drake at level 23 on the 16th Dearth 122nd year of Ascendancy at 02:15 Killed by Arovena the sandworm at level 23 on the 17th Dearth 122nd year of Ascendancy at 17:17 Killed by Arylrada the gigantic corrosive tunneler at level 24 on the 19th Dearth 122nd year of Ascendancy at 11:33 Killed by Arylrada the gigantic corrosive tunneler at level 24 on the 19th Dearth 122nd year of Ascendancy at 13:00 Killed by Roel at level 24 on the 19th Dearth 122nd year of Ascendancy at 14:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 14) |
| Dexterity | 16 (base 10) |
| Constitution | 40 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 78 (base 54) |
| Cunning | 56 (base 43) |
Resources
| Life | -60/881 |
| Equilibrium | 48 |
| Steam | 100/100 |
| Healing Factor | 1.3887047223912 |
| Regeneration | 15.064607466828 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +54.17869674764% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 44 |
| Crit Chance | 32% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 44 |
| Crit Chance | 33% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Lightning | +10% |
| Cold | +26% |
| Mind | +12% |
| Physical | +10% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Lightning | +35% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (50%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 45 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 17%( 73%) |
| Cold | + 73%( 73%) |
| All | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| Lightning | + 45%( 73%) |
| Mind | + 33%( 70%) |
| Fire | + 17%( 73%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 20% |
| Pinning Resistance | 20% |
| Knockback Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Willpower 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Thunder | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Vorygara the cave troll. Escort: repented thief (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Tulygarion the Sunquencher1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil +2 Con dps ---------- Res.pen +10% light ----- def ----- Resists +9% blight +6% mind HP.reg +7.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +21 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+3 eff.) Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 0/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 110.04 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Ivata the Skyborn [power 110] (9/15 cooldown) =+25% ltng pen=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +25% lightning Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Res.pen: + 12% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Smolderwrither0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +11% cold +3% fire Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Resists +3% acid +22% cold Rings make your fingers look great! |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Brodygund the thorny mindstar (9-10 power, 36 apr, mind damage) 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 10.5 Mind Uses 49% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +36 Crit +15.5% Atk.spd 100% On Crit.r2 +8 blight While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Melee Ret 4 blight ----- def ----- Resists +7% mind +9% blight Phys.save +4 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Psi/turn +0.40 Equi/ret +1.00 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | pulsing mindstar of disruption (12-13 power, 44 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 13.8 Mind Uses 49% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +16.5% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Eilinymina (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +18% lightning +24% cold Die.at -60.00 life HP.reg +2.00 Heal.mod +10% Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Alulach the Nimbusedge (0 def, 2 armour) 2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +12% fire Res.pen +10% lightning +5% fire ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +3% lightning +12% mind +7% all Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 157% / cooldown 75%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 493%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 325; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 21% for 2 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 nature talent. |
shatter afflictions rune (absorb 49; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) _tRequires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Fatal Attractor Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 266 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! 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] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) _tRequires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 124% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Voltaic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 1 nearby enemies. Each bolt does 77.86 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (10% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
copper amulet 'Ariran'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight +6% physical +5% arcane ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +10% darkness Blind- +21% Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 12% Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
sneakthief's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +27% Knockbk- +23% Rings make your fingers look great! |
steel ring 'Rainclash'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +30% cold +6% light Melee Ret 10 cold ----- def ----- Resists +24% lightning Rings make your fingers look great! |
steel waraxe 'Olefang' (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight +7 darkness +7 light Against +7% Living +6% Undead On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +5% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 One-handed war axes. |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 160.85 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus 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 46 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. |
Elenyyarim (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Mind.pwr +12 (+4 eff.) Dmg.mod +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +3% mind Phys.save +4 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.04 Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (8-8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire ---------- misc Masteries +0.10 Wild-gift/Rain +0.10 Wild-gift/Blizzard On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Rainkarma the vined mindstar (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Disrupt Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% cold +3% darkness +3% fire Melee Ret 10 fire ----- def ----- Resists +3% darkness +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) Heal.mod +10% Heal/summ +10 ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +2% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
wyrm's thorny mindstar of flames (7-7 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 4 lightning 4 physical 3 cold 3 acid 13 fire Dmg.mod +7% fire Res.pen +9% fire ----- def ----- Resists +6% lightning +5% physical +13% fire +4% cold +6% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of frost (17-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+4 eff.) Melee+ 5 cold Dmg.mod +13% cold Res.pen +12% cold ----- def ----- Armour +5 Resists +10% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +7% all Max.HP +42.00 HP.reg +1.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +11% darkness +12% mind +9% all Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of fire (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +9% all +18% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of lightning (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature +15% lightning ----- def ----- Resists +22% lightning +11% all Poison- +28% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emabeth the rough leather belt =-5% arcane=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% arcane Phys.save +5 (+1 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.08 A belt that goes around your waist. |
Kiruirim1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% acid +3% fire +2% physical Mind.save +3 (+1 eff.) Max.HP +32.00 Stun/Frz- +20% A belt that goes around your waist. |
rough leather belt 'Xida'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +5 Cun +6 Lck ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane Crit.dmg- 10.00% Stealth +6 Max.HP +20.00 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
Mayotta the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil +3 Cun ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrussra the Chargesweep (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal +3% darkness HP.reg +2.00 Disease- +20% A pair of boots made of leather. |
Glowquarry (0 def, 1 armour) =-5% arcane=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% light +3% fire Res.pen +15% light +10% fire ----- def ----- Armour +1 Resists +5% arcane Stealth +6 ---------- misc Light +3 A pair of boots made of leather. |
Gorayon the Ebonyblow (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +3 Mag +2 Wil +3 Cun +6 Con ----- def ----- Armour +1 Resists +3% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
Naturespire the pair of iron boots (0 def, 3 armour) =+15% mind pen +5% ntr pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +12% nature Res.pen +15% mind +5% nature ----- def ----- Armour +3 Fatigue -3% Resists +3% mind +6% cold Phys.save +7 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tulithad the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +1 Con dps ---------- Mind.crit +2% Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Woeire (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% fire +6% cold Heal.mod +5% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Lightningworth (0 def, 10 armour) =+20% ltng pen=1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 11 mind Dmg.mod +5% mind Res.pen +20% lightning +15% physical +20% acid Apr +2 ----- def ----- Armour +10 Resists +6% mind +2% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ebonyrigor (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Cun dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% darkness ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Tundraqueller' (1 def, 0 armour) =+20% ntr pen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +3% cold +11% nature Res.pen +20% nature Melee Ret 4 blight ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% cold +16% nature A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.28 to 138.83 lightning damage (92.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Salatha the Scaldlace (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% fire +5% temporal ----- def ----- Armour +3 Fatigue +1% Resists +1% physical ---------- misc Infravis +1 A cap made of leather. |
rough leather cap 'Chalach' (10 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +4 Mag dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +1% physical +6% cold Die.at -80.00 life ---------- misc Breathe water A cap made of leather. |
Taintblight the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +21% nature Apr +6 On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +9% temporal +6% mind Phys.save +11 (+3 eff.) A cap made of leather. |
Squalornight (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% cold Mind.save +3 (+1 eff.) Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arcwake the dwarven-steel helm (6 def, 10 armour) =-4% all=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Dex +4 Wil dps ---------- Dmg.mod +9% lightning +6% blight Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +4% Resists +8% blight +4% all Phys.save +9 (+3 eff.) Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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. |
2 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
389 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. |
Beloleharadas the brass lantern =+20% mind pen=2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% mind Melee Ret 10 acid ----- def ----- Resists +6% acid Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Greenstake the brass lantern =+25% ntr pen=2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +9% lightning ---------- misc Light +5 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. |
Ivusethra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +5 Dex +5 Wil +2 Cun dps ---------- Dmg.mod +7% mind ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Demonbane'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Melee Ret 4 darkness ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +5% arcane Max.HP +43.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Emuyassra'2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% acid +6% arcane ---------- misc Equi/ret +0.16 Max.hate +6.00 Light +6 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. |
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. |
Cindervagrant the iron pickaxe (dig speed 37 turns) =-20% conf=3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Mag dps ---------- Melee Ret 6 fire ----- def ----- Fatigue -5% Confus- +20% Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Pyrestone' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +4 Cun dps ---------- Crit.mult +5.00% Dmg.mod +6% fire Acc +3 (+3 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Issuleroddador the Duathelcutter [power 105] (9/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% blight +3% darkness +3% nature ---------- misc Hate/m.crit +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 115 physical damage Puts all charms on 15 cooldown Dmg.mod: + 12% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Yvyldalle the Freezeknave [power 110] (9/15 cooldown) =mindblast=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% cold Melee Ret 4 cold Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Alynarihad [power 116] (9/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Resists +9% blight +6% temporal +6% nature Crit.dmg- 5.00% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Gain 15% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Roel the Dwarf Harbinger level 17
3rd Wealth 122nd year of Ascendancy at 23:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Roel the Dwarf Harbinger level 22
11st Dearth 122nd year of Ascendancy at 18:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Roel the Dwarf Harbinger level 10
1st Profit 122nd year of Ascendancy at 06:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Roel the Dwarf Harbinger level 20
28th Wealth 122nd year of Ascendancy at 18:52 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Roel the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 07:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Roel the Dwarf Harbinger level 6
30th Voratun 122nd year of Ascendancy at 17:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Roel the Dwarf Harbinger level 12
22nd Profit 122nd year of Ascendancy at 01:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Roel the Dwarf Harbinger level 16
32nd Profit 122nd year of Ascendancy at 16:16 see stats
Log
Deadly Poison from Arylrada the gigantic corrosive tunneler hits Roel for (28 antimagic), 10 nature (11 total damage).
Acid Splash from Arylrada the gigantic corrosive tunneler hits Roel for (2 antimagic), 0 acid (0 total damage).
Roel hits Arylrada the gigantic corrosive tunneler for 25 physical damage.
Arylrada the gigantic corrosive tunneler strikes Roel with hidden blades!
Arylrada the gigantic corrosive tunneler performs a melee critical strike against Roel!
Arylrada the gigantic corrosive tunneler performs a melee critical strike against Roel!
Arylrada the gigantic corrosive tunneler performs a melee critical strike against Roel!
Arylrada the gigantic corrosive tunneler hits Roel for (28 antimagic), 105 acid, 107 physical, 110 physical, 2 mind (326 total damage).
Melee retaliation hits Arylrada the gigantic corrosive tunneler for 3 blight, 8 cold, 3 blight, 8 cold, 3 blight, 8 cold (36 total damage).
Arylrada the gigantic corrosive tunneler's Quickdraw Knife hits Roel for 86 physical damage.
Melee retaliation hits Arylrada the gigantic corrosive tunneler for 3 blight, 8 cold (12 total damage).
Roel uses Foreshock.
Roel's mind surges with critical power!
Arylrada the gigantic corrosive tunneler is stunned!
Roel hits Arylrada the gigantic corrosive tunneler for 10 fire, 49 physical (60 total damage).
Roel's mind surges with critical power!
Deadly Poison from Arylrada the gigantic corrosive tunneler hits Roel for (19 antimagic), 0 nature (0 total damage).
Acid Splash from Arylrada the gigantic corrosive tunneler hits Roel for (1 antimagic), 0 acid (0 total damage).
Roel hits Arylrada the gigantic corrosive tunneler for 10 fire, 36 physical (47 total damage).
Arylrada the gigantic corrosive tunneler uses Lunge.
Arylrada the gigantic corrosive tunneler performs a melee critical strike against Roel!
Roel resists the terror!
Roel is disarmed!
Arylrada the gigantic corrosive tunneler hits Roel for 223 physical, 1 mind (225 total damage).
Melee retaliation hits Arylrada the gigantic corrosive tunneler for 3 blight, 8 cold (12 total damage).
Roel hurls a huge boulder at Arylrada the gigantic corrosive tunneler!
Roel resists the knockback!
Arylrada the gigantic corrosive tunneler is knocked back!
























































































