











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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:
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 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.
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. Ashes of Urh'Rok 1.7.4Official 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 1.7.4Official 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. 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: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 31 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Elebeth the icy orc wyrmic at level 31 on the 24th Stralite 123rd year of Ascendancy at 06:26 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 39) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 49 (base 43) |
| Cunning | 66 (base 53) |
Resources
| Hate | 100/100 |
| Equilibrium | 23 |
| Life | -205/829 |
| Steam | 100/100 |
| Psi | 120/139 |
| Healing Factor | 1.2972674059365 |
| Regeneration | 3.1783051445445 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 46 |
| Crit Chance | 41% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 46 |
| Crit Chance | 41% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.25 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Cold | +8% |
| Lightning | +10% |
| Fire | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (68.304188961773%) |
| Defense | 30 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 51 |
| Mental Save | 47 |
Defense: Resistances
| Physical | + 11%( 70%) |
| Acid | + 36%( 70%) |
| Nature | + 27%( 70%) |
| Lightning | + 40%( 70%) |
| Darkness | + 9%( 70%) |
| Arcane | + 32%( 70%) |
| Mind | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 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: 2.5 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 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Silithra the orc assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
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 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 101. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed faerlhing fang. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 giant spider spinneret. * You've found the needed length of troll intestine. * '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.' | 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! | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Arulewyn' (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +11 Lck dps ---------- Phys.crit +5.0% ----- def ----- Armour +3 Phys.save +9 (+3 eff.) Stealth +8 Die.at -40.00 life ---------- misc Max.stam +30.00 Curse of Shrouds A pair of boots made of leather. |
| Light source | This item is on your store wish list.bright alchemist's lamp of the zealot 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Aeruriawyn' (Nightmares) (2 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Cun +1 Mag ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +9% acid Crit.chn- 15.00% Mind.save +9 (+3 eff.) Stun/Frz- +20% ---------- misc Equi/ret +1.00 Psi/ret +1.30 Hate/ret +1.40 Curse of Nightmares A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (Corpses) (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | extending ash totem of healing [power 218] (9/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | psionicist's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% lightning Stun/Frz- +24% Amulets make your neck look great! |
| In main hand | projecting pulsing mindstar of disruption (Madness) (13-14 power, 44 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 13.0 - 14.3 Mind Uses 49% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +16.5% Atk.spd 100% Against +14% 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 +7 (+3 eff.) Dmg.mod +10% lightning +17% fire +8% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Betharin the rough leather belt (Nightmares) 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Melee Ret 4 mind ----- def ----- Fatigue -12% Resists +2% physical Phys.save +6 (+2 eff.) ---------- misc Max.enc +30 Curse of Nightmares A belt that goes around your waist. |
| In off hand | creative pulsing mindstar of life (Misfortune) (14-15 power, 44 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Mind Uses 49% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +16.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +18.00 HP.reg +1.20 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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 | resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Max.HP +30.00 Stun/Frz- +30% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (Corpses) (8 def, 9 armour) 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +9 Hardiness +20% Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +11% Resists +20% nature +25% arcane Spell.save +38 (+12 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Corpses Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
medical injector implant of the wizard (efficiency 116% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (die at -326; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -326 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 652 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the sneak (speed 648%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 648% 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 Cunning 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 duelist (heal 104; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 104 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 nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 214; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 214 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 25%; mental; dur 3; cd 13)0.1 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 cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
teleportation rune of the titan (range 46; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. 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: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. 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: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight 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. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% 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. |
2 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Botanical Shell Effective talent level: 2.5 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 botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 14.48 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss 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. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 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 corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 26. This talent does not use ammo as it is the ammo. Corrosion strength 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: 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) Requires 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: 2.5 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 431 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. |
This item is on your store wish list.2 schematic: Fiery Salve 0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (10% fire, light and lightning 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. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. 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: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+1 eff.) ---------- misc Light +3 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: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 131] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. 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: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. 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. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) 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: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% 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. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 77.20 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! 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. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 2.5 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 steamsaw shot with your steamgun(s) at a target for 226% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. 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) Requires 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. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% 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: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 26] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 26 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. 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) Requires 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. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +4% light ---------- misc Light +1 See.Stealth +2 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. |
Dawnzeal the copper amulet =-10% conf=0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +3% light Melee Ret 10 light ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% Amulets make your neck look great! |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Heal.mod +10% Blind- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Muckwoe'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +11 Lck dps ---------- Spell.crit +4% Crit.mult +10.00% Dmg.mod +6% blight +6% nature Phasing +20% Acc +8 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Spell.save +18 (+6 eff.) Unseen.red 12% Amulets make your neck look great! |
vitalizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +2 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +39.00 HP.reg +3.00 Amulets make your neck look great! |
insulating gold amulet of mastery (0.14 Cursed / Force of will)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +17% cold ---------- misc Masteries +0.14 Cursed/Force of will Amulets make your neck look great! |
mindweaver's gold amulet of vision =-19% blind -18% conf=0.1 T3 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Blind- +19% Confus- +18% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Glorydhethra' =-20% blind=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +3% lightning +30% cold +12% temporal +1% physical Blind- +20% Cut- +20% Rings make your fingers look great! |
rogue's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
treant's gold ring of speed0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +12% Acc +7 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +7% nature +9% blight Poison- +14% Disease- +12% Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
Star (Nightmares) (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Serpent's Glare (Corpses) (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 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Corpses Spit Poison: Level 3.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 249.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted vined mindstar of balance (Nightmares) (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious vined mindstar of balance (Misfortune) (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Nature 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 (+1 eff.) Dmg.mod +3% nature Res.pen +3% nature ----- def ----- Resists +3% nature Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Curse of Misfortune 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. |
gifted thorny mindstar (Corpses) (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind 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 +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
Mayiwyn (Shrouds) (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +16% light ----- def ----- Resists +24% light +11% all Spell.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 Max.vim +40.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Smearorder (Madness) (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +18% mind Res.pen +25% acid On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +18% lightning +9% nature +11% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour (Nightmares) (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +33.00 HP.reg +3.20 Heal.mod +11% Curse of Nightmares A suit of armour made of leather. |
Brodirek the Barkmaim (Shrouds)1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Mag dps ---------- Dmg.mod +9% nature +12% mind Res.pen +5% mind ----- def ----- HP.reg +0.70 Heal.mod +10% Curse of Shrouds A belt that goes around your waist. |
Girdle of the Calm Waters (Madness)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren (Madness)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Madness 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. |
Korudig (Nightmares) (5 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +5% arcane +3% light Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Knockbk- +10% Curse of Nightmares A pair of boots made of leather. |
Voriseda the pair of rough leather boots (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +1 Resists +6% blight Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Curse of Corpses A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of speed (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Mov.spd +25% Apr +6 ----- def ----- Armour +3 Curse of Misfortune A pair of boots made of leather. |
Baledegrim the pair of iron boots (Nightmares) (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +6% mind ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +2% ---------- misc Light +2 Infravis +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gunymaldir (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Res.pen +15% mind +15% temporal ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +1.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mucusvagrant the pair of iron boots (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Res.pen +15% cold Apr +3 On Hit (Melee): * 20% chance to reduce armor by 6% ----- def ----- Armour +3 Fatigue +2% Resists +6% nature +6% cold Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Getybar' (Madness) (0 def, 3 armour) =+22 enc=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue -2% Resists +3% mind Phys.save +12 (+4 eff.) ---------- misc Max.enc +22 Max.stam +30.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of massiveness (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +2 Cun +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Fatigue +2% Phys.save +13 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Size +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Gleampain' (Madness) (0 def, 4 armour) =+3 lite=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Apr +4 ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +12% light +11% cold Die.at -60.00 life ---------- misc Max.stam +30.00 Light +3 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of strife (Madness) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Curse of Madness Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brenakhad (Misfortune) (5 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Res.pen +5% physical Acc +5 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +6% mind HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (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. Curse of Corpses These gloves are coated with a thick, green liquid. |
Saloma the dwarven-steel gauntlets (Corpses) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +21 (+7 eff.) Melee+ 13 mind 12 darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Fatigue +3% Resists +9% mind Mind.save -12 (-4 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Iceumbra' (Misfortune) (1 def, 0 armour) =+15% mind pen=2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Res.pen +15% mind +10% cold Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.70 See.Invis +6 Curse of Misfortune A pointy cloth hat, very wizardly... |
linen wizard hat 'Oakdare' (Madness) (1 def, 0 armour) =+10% mind pen=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind Res.pen +5% cold +10% mind +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +1 (+1 eff.) Resists +10% mind +3% cold Curse of Madness A pointy cloth hat, very wizardly... |
Blazeimmortal the hardened leather hat (Corpses) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +9% blight +12% fire Res.pen +25% blight Melee Ret 10 blight 4 cold ----- def ----- Armour +3 Fatigue +3% Curse of Corpses Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 109.9 Physical damage. If the attack hits, the target is confused (26% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
hardened leather hat 'Belalrann' (Madness) (0 def, 3 armour) =-20% conf=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+9 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +2% physical Phys.save +15 (+5 eff.) Heal.mod +5% Confus- +20% Curse of Madness A hat made of leather. Very stylish. |
rough leather cap 'Cyrylebeth' (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) Dmg.mod +3% temporal Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.04 Curse of Misfortune A cap made of leather. |
Quasit's Skull (Corpses) (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Curse of Corpses Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Aletta's Diadem (Madness) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Madness Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 116.63 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Dazzlepassion the dwarven-steel helm (Shrouds) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Melee Ret 4 mind 10 light ----- def ----- Armour +4 Fatigue +4% Mind.save +6 (+2 eff.) ---------- misc Infravis +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
10 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
58 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. |
Gilolathafang2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight +3% acid Res.pen +20% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% acid +6% temporal ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Gilekath'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Res.pen +5% physical ----- def ----- Armour +2 Defense +5 (+3 eff.) Phys.save +6 (+2 eff.) Heal.mod +13% ---------- 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 'Lisatira' =+6 lite=2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +3% nature +12% lightning Spell.save +6 (+2 eff.) ---------- misc 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. |
brass lantern 'Strikereaper'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% lightning +10% cold ----- def ----- Resists +3% acid Crit.chn- 15.00% Max.HP +20.00 ---------- misc 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. |
Betithra the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Res.pen +25% mind ----- def ----- Mind.save +11 (+4 eff.) ---------- misc Max.hate +6.00 Light +4 See.Stealth +5 See.Invis +10 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. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Veloriwe the Taintkill (dig speed 37 turns) =+8 WIL=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +8 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Resists +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dagotir the Shinedare (dig speed 30 turns) =+8 STR=3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str +4 Wil +2 Con dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +10% light ----- def ----- Resists +3% light +1% physical ---------- misc Light +1 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
steel torque of mindblast [power 175] (9/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Dawnblight [power 87] (9/25 cooldown) =psi shld +2 lite=2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +15% arcane +15% blight ---------- misc Light +2 Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Elenynarisus the ash totem of healing [power 182] (9/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +4 Dmg.mod +6% physical Phasing +20% Melee Ret 4 blight Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Dersen the Dwarf Doomed level 30
29th Gold 123rd year of Ascendancy at 06:53 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dersen the Dwarf Doomed level 18
7th Iron 123rd year of Ascendancy at 21:07 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dersen the Dwarf Doomed level 14
12nd Loss 122nd year of Ascendancy at 19:24 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Dersen the Dwarf Doomed level 19
30th Iron 123rd year of Ascendancy at 13:48 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dersen the Dwarf Doomed level 23
33rd Steel 123rd year of Ascendancy at 14:52 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dersen the Dwarf Doomed level 22
21st Steel 123rd year of Ascendancy at 18:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dersen the Dwarf Doomed level 10
38th Dearth 122nd year of Ascendancy at 15:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Dersen the Dwarf Doomed level 20
11st Steel 123rd year of Ascendancy at 18:10 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Dersen the Dwarf Doomed level 30
26th Gold 123rd year of Ascendancy at 20:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dersen the Dwarf Doomed level 19
31st Iron 123rd year of Ascendancy at 02:25 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Dersen the Dwarf Doomed level 28
22nd Gold 123rd year of Ascendancy at 18:11 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dersen the Dwarf Doomed level 6
19th Voratun 122nd year of Ascendancy at 06:44 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dersen the Dwarf Doomed level 30
27th Gold 123rd year of Ascendancy at 02:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dersen the Dwarf Doomed level 8
34th Dearth 122nd year of Ascendancy at 14:50 see stats
The Rat Lich (Nightmare (Roguelike) difficulty)
Killed the terrible Rat Lich.By Dersen the Dwarf Doomed level 23
28th Steel 123rd year of Ascendancy at 21:32 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Dersen the Dwarf Doomed level 8
18th Profit 122nd year of Ascendancy at 10:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dersen the Dwarf Doomed level 22
21st Steel 123rd year of Ascendancy at 18:33 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dersen the Dwarf Doomed level 29
26th Gold 123rd year of Ascendancy at 20:33 see stats
Log
Dersen hits Orc soldier for 410 physical damage.
Dersen hits Orc soldier for 213 physical damage.
Dersen hits Orc warrior for 213 physical damage.
Dersen hits Elebeth the icy orc wyrmic for (57 to entropy), 0 physical, 18 physical (18 total damage).
Dersen hits Orc archer for 213 physical damage.
Shadow hits Orc warrior for 140 physical damage.
Orc soldier is not dazed anymore.
Orc soldier was blasted back 2 spaces!
Elebeth the icy orc wyrmic is not dazed anymore.
Elebeth the icy orc wyrmic was blasted into Dersen!
Dersen was blasted back 2 spaces!
Orc archer is not dazed anymore.
Orc archer was blasted back 2 spaces!
Talent Antimagic Shield is ready to use.
Dersen killed Icy orc wyrmic!
Shadow killed Orc warrior!
Dersen killed Orc soldier!
Dersen hits Orc archer for 138 physical damage.
Dersen hits Orc soldier for 119 physical damage.
Dersen hits Dersen for 15 physical damage.
Dersen hits Elebeth the icy orc wyrmic for 83 physical, 11 physical (95 total damage).
Elebeth the icy orc wyrmic casts Netherblast.
Elebeth the icy orc wyrmic's spell attains critical power!
Elebeth the icy orc wyrmic loses 19 health to the entropy.
Thorn Grab from Dersen hits Elebeth the icy orc wyrmic for 27 nature damage.
You have deflected 38 incoming damage!
Elebeth the icy orc wyrmic roars triumphantly.
Elebeth the icy orc wyrmic's Netherblast hits Dersen for (38 deflected), 180 temporal (181 total damage).
Dersen the level 31 dwarf doomed was temporally distorted to death by Elebeth the icy orc wyrmic on level 3 of Lost Dwarven Kingdom of Reknor.
The unseen force around Dersen subsides.






































































































































