









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality 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. Particle Cleanup 1.1.4 (1.7.0)An 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! Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
(Also papers over an apparent bug in Mecharachnid Rider, which by default requires raw talent level 5 in an apparently nonexistent talent.) Automatic Notes 1.3.2 (1.7.0)Automatically 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: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official 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:
ZOmnibus Addon Pack 17.8.2 (1.7.4)Combines 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 1.1.0 (1.7.2)This 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 Forbidden Cults 1.0.12 (1.7.4)Official 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.
Items Vault 1.7.6Donators/Buyers bonus! Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Gunsnixed Lite 1.0.0 (1.7.0)Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Class+Race Pack 1.1.2 (1.7.4)Adds 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: Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This 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. Select your Escorts 2.3.1 (1.7.0)Allows 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. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Tinker Tinkering 1.7.2 (1.7.0)A 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.) Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Harbinger |
| Level / Exp | 31 / 17% |
| Size | small |
| Lifes / Deaths | Killed by flame turret at level 24 on the 41st Regrowth 123rd year of Ascendancy at 21:56 3 / 3Killed by Silamina the Guardian at level 30 on the 11st Pyre 123rd year of Ascendancy at 05:11 Killed by Siloriwe the storm drake at level 31 on the 17th Pyre 123rd year of Ascendancy at 23:15 |
Primary Stats
| Strength | 44 (base 20) |
| Dexterity | 47 (base 16) |
| Constitution | 57 (base 24) |
| Magic | 33 (base 10) |
| Willpower | 104 (base 60) |
| Cunning | 79 (base 35) |
Resources
| Life | 701/701 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 194/194 |
| Healing Factor | 1.3815867795354 |
| Regeneration | 2.5531113214259 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -42.517951178697% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 16 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 66 |
| Crit Chance | 54% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 66 |
| Crit Chance | 53% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.6666666666667 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +10% |
| Cold | +32% |
| Physical | +10% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 43 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 30%( 73%) |
| All | + 13%( 70%) |
| Physical | + 40%( 73%) |
| Darkness | + 34%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 24%( 73%) |
| Fire | + 29%( 73%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 32% |
| Confusion Resistance | 87% |
| Pinning Resistance | 32% |
| Disarm Resistance | 80% |
| Poison Resistance | 0% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Increases defense by 12. Mobile Defense |
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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 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 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)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 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +5. | 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 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Horned Horror. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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: 64. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. * You've found the needed naga tongue. 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.' * You've found the needed xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 green worm. * You've found the needed ritch stinger. * You've found the needed honey tree root. 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 orc heart. * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | dwarven-steel helm 'Rimewarden' (0 def, 8 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Str +5 Wil +6 Cun dps ---------- Crit.mult +15.00% Phys.pwr +9 (+3 eff.) Dmg.mod +27% cold Apr +3 Melee Ret 4 physical ----- def ----- Armour +8 Fatigue +4% Resists +10% physical Phys.save +11 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -80.00 life Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Corruptionstreaker' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +1 Mag +3 Cun +1 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +2 Fatigue +3% Resists +12% nature +5% arcane Phys.save +7 (+2 eff.) Disarm- +80% ---------- misc Light +1 Talents +3 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Set Up 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged ash totem of healing [power 248] (18/19 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 6 physical Ranged+ 5 physical Acc +6 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 34 On Hit (Ranged): * 11% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
| On fingers | gladiator's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 34 On Hit (Ranged): * 14% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Gehir0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +12% darkness +6% mind +11% light Blind- +26% Amulets make your neck look great! |
| In main hand | pulsing mindstar of disruption (13-14 power, 44 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 13.0 - 14.3 Mind Uses 50% 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 +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. |
| Around waist | rough leather belt 'Ivuna'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Resists +6% lightning +5% temporal Crit.chn- 15.00% A belt that goes around your waist. |
| In off hand | hungering vined mindstar of disruption (5-6 power, 30 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego++] 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 +30 Crit +15.0% Atk.spd 100% Against +8% 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 +2% Mind.pwr +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 88.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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 | Getazilaranik the Prismfoe (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Mag +4 Wil dps ---------- Crit.mult +15.00% Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Stealth +7 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's silk robe of alchemy (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +9% acid +10% physical +7% fire +5% cold ----- def ----- Resists +13% acid +14% physical +13% darkness +11% fire +13% cold +11% mind +13% all Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+7 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 103% / cooldown 66%)0.1 T1 implant scroll [Normal] 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 103% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 124% / cooldown 64%)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 124% efficiency and cooldown mod of 64%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 400%; cd 10)0.1 infusion scroll [Normal] 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 increase movement speed by 400% 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. 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 warrior (heal 240; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 25%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 36%; magical, mental; dur 2; 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 magical and mental effect and reduce all damage taken by 36% for 2 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 |
Prismatic Rune (6 turns; physical, light, arcane, fire, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 light, 4 arcane, 5 fire, 4 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+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... |
warrior's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
clarifying gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% mind Blind- +17% Confus- +26% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
mindweaver's gold amulet0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +11% Amulets make your neck look great! |
Velylralle the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +10 (+4 eff.) Resists +23% lightning +3% temporal +6% nature Pinning- +10% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +25% acid +16% fire +10% arcane +9% blight +27% cold +8% nature +16% lightning Crit.chn- 10.00% Phys.save +6 (+2 eff.) Poison- +14% Disease- +11% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
savior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Blind- +26% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
steel ring 'Nightwind'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +8 (+3 eff.) Res.pen +5% darkness ----- def ----- Armour +8 Resists +9% mind +6% darkness Crit.chn- 10.00% Phys.save +18 (+6 eff.) HP.reg +4.00 Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +20.00 Disarm- +26% Pinning- +27% Knockbk- +20% Rings make your fingers look great! |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Blind- +27% ---------- misc Infravis +4 See.Stealth +14 See.Invis +10 Rings make your fingers look great! |
pixie's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 10 light Ranged+ 13 light Dmg.mod +13% light Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun dps ---------- Acc +13 (+4 eff.) Apr +9 ----- def ----- Defense +20 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Max.HP +23.00 Disarm- +26% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +5 Dex dps ---------- Melee+ 13 physical Ranged+ 9 physical Acc +7 (+2 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 34 On Hit (Ranged): * 15% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
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 193.44 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
thorny mindstar of balance (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.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.50 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. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +4 Wil +3 Cun dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Blade offense Send out a range 5 beam of kinetic energy, dealing 66.88 to 83.60 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +12% mind +11% all Phys.save +11 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +25 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Relgethel the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +12% nature Stealth +6 Pinning- +10% A belt that goes around your waist. |
Yvidhetha the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Noonwyrd' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil dps ---------- Phys.pwr +20 (+6 eff.) Melee Ret 4 light ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+1 eff.) ---------- misc Max.mana +43.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +3 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barkgrit the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +3% cold On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
Leluziladas (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Equi/ret +0.12 Max.hate +2.00 Max.psi +20.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Eremeldil (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue -3% Resists +6% temporal +6% fire Phys.save +5 (+1 eff.) ---------- misc Max.enc +22 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhyvon the Carrionlord (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +9% cold +6% nature ----- def ----- Armour +3 Fatigue -3% Resists +3% lightning +3% nature Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +6 Cun dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +10 Crit +11.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 On Hit: 10% Set Up 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding hardened leather hat of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 201.3 Physical damage. If the attack hits, the target is confused (38% effect) for 5 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. |
Lightningwrack (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.20 Hate/m.crit +1.00 Max.hate +4.00 A hat made of leather. Very stylish. |
Gorichak the Prismpain (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Str +4 Mag +2 Con dps ---------- Dmg.mod +12% acid +12% temporal +9% light ----- def ----- Defense +2 (+1 eff.) Resists +12% temporal A pointy cloth hat, very wizardly... |
Nimbusbrand (0 def, 3 armour) =+5 DEX depths=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% lightning Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +12% cold ---------- misc Breathe water A cap made of leather. |
Sulfurrupture (0 def, 3 armour) =+10% ntr pen=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature Res.pen +10% nature On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +9% nature +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
warlord's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +5 Wil +2 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +13 (+4 eff.) Mind.save +7 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Emarida the Rotscar (0 def, 3 armour) =+3 CON=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% nature Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% darkness Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turidrarin (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +6% cold Mind.save +6 (+2 eff.) Max.HP +20.00 Heal.mod +20% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (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 Metallic Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 118.44 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (31% power) the target for 4 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...? |
Dairodor the Spidersweep (0 def, 4 armour) =+20% mind pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +9% nature Res.pen +15% mind +5% lightning On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +4 Fatigue +4% ---------- misc Hate/m.crit +1.00 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbusfist the dwarven-steel helm (0 def, 4 armour) =+10% ltng pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning +15% arcane ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +8% temporal +6% blight ---------- misc Mana/turn +0.16 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Glarebile' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Cun +3 Con dps ---------- Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 13% ----- def ----- Armour +4 Fatigue +4% Resists +3% light Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of constitution (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 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. |
17 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. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+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. |
10 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. |
6 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
4 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. |
6 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. |
Berirochik the Strikeravage2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% blight Melee Ret 2 lightning ----- def ----- Resists +12% lightning ---------- 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.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Polubeth' =+3 CON=2.0 T1 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Resists +6% light Spell.save +3 (+1 eff.) ---------- 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. |
Radhuleg the Firewreath =+5% mind pen=1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Res.pen +5% mind ----- def ----- Resists +12% fire Crit.chn- 15.00% Mind.save +8 (+3 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 189.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp of focus1.0 T3 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +4 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. |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
Falochik (dig speed 37 turns) =+10% mind pen=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +6% nature Res.pen +10% mind Melee Ret 2 mind ----- def ----- Resists +11% nature ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Deepskiss (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Con dps ---------- Dmg.mod +6% darkness Apr +6 ----- def ----- Defense +10 (+4 eff.) Fatigue -6% ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Emelst the Yeek Harbinger level 21
14th Regrowth 123rd year of Ascendancy at 23:04 see stats
Exterminator
Killed 1000 creatures.By Emelst the Yeek Harbinger level 19
66th Haze 122nd year of Ascendancy at 21:50 see stats
Guiding Hand
Saved all escorted adventurers.By Emelst the Yeek Harbinger level 28
76th Regrowth 123rd year of Ascendancy at 03:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Emelst the Yeek Harbinger level 22
27th Regrowth 123rd year of Ascendancy at 01:02 see stats
Level 10
Got a character to level 10.By Emelst the Yeek Harbinger level 10
1st Flare 122nd year of Ascendancy at 16:33 see stats
Level 20
Got a character to level 20.By Emelst the Yeek Harbinger level 20
80th Haze 122nd year of Ascendancy at 19:22 see stats
Level 30
Got a character to level 30.By Emelst the Yeek Harbinger level 30
5th Pyre 123rd year of Ascendancy at 02:14 see stats
Poisonous
Sided with the assassin lord.By Emelst the Yeek Harbinger level 30
6th Pyre 123rd year of Ascendancy at 12:39 see stats
The Arena
Unlocked Arena mode.By Emelst the Yeek Harbinger level 10
2nd Flare 122nd year of Ascendancy at 20:08 see stats
The secret city
Discovered the truth about mages.By Emelst the Yeek Harbinger level 13
29th Haze 122nd year of Ascendancy at 07:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Emelst the Yeek Harbinger level 19
77th Haze 122nd year of Ascendancy at 04:29 see stats
Log
Emelst activates his supercharged ash totem of healing!
Emelst receives 342 healing.
Emelst hits Siloriwe the storm drake for 4 lightning damage.
Siloriwe the storm drake's Body of Fire hits Emelst for 44 fire damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Emelst performs a melee critical strike against Siloriwe the storm drake!
Emelst's mind surges with critical power!
Emelst hits Siloriwe the storm drake for 28 mind, 18 physical, 4 physical, 4 physical, 3 fire, 12 lightning, 22 mind, 1 fire, 38 physical, 4 physical, 3 fire, 4 physical, 1 fire, 19 lightning (170 total damage).
Emelst hits Siloriwe the storm drake for 9 physical damage.
Siloriwe the storm drake's firestorm hits Emelst for 204 fire damage.
Siloriwe the storm drake uses Dual Strike.
Siloriwe the storm drake performs a melee critical strike against Emelst!
Emelst evades Siloriwe the storm drake.
Melee retaliation hits Siloriwe the storm drake for 1 physical damage.
Siloriwe the storm drake hits Emelst for 58 physical, 34 darkness, 12 acid, 11 nature (117 total damage).
Siloriwe the storm drake's Body of Fire hits Emelst for 44 fire damage.
Emelst uses Dream Walk.
You may only dream walk to an open space within your line of sight.
Emelst's mind surges with critical power!
Emelst performs a melee critical strike against Siloriwe the storm drake!
Emelst hits Siloriwe the storm drake for 27 mind, 4 physical, 1 fire, 5 fire, 12 lightning, 1 fire, 35 mind, 4 physical, 3 fire (98 total damage).
Siloriwe the storm drake's firestorm hits Emelst for 204 fire damage.
Emelst the level 31 yeek harbinger was slowly cooked to death by Siloriwe the storm drake on level 3 of Koryfast.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Siloriwe the storm drake's firestorm killed Emelst!
Saving game...
























































































