












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)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)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 | 44 / 22% |
| Size | small |
| Lifes / Deaths | Killed by Borfast the Broken at level 27 on the 65th Regrowth 123rd year of Ascendancy at 00:09 3 / 4Killed by Layyldatira the orc assassin at level 28 on the 69th Regrowth 123rd year of Ascendancy at 22:55 Killed by The Master at level 31 on the 44th Pyre 123rd year of Ascendancy at 16:50 Killed by Pale Drake at level 44 on the 57th Dusk 123rd year of Ascendancy at 04:41 |
Primary Stats
| Strength | 34 (base 19) |
| Dexterity | 81 (base 36) |
| Constitution | 72 (base 30) |
| Magic | 30 (base 10) |
| Willpower | 102.51020580601 (base 60) |
| Cunning | 112.62857625683 (base 49) |
Resources
| Life | 976/976 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 192/192 |
| Healing Factor | 1.8427655913472 |
| Regeneration | 21.833005301358 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | -39.184617845363% |
| Spell | +15% |
| Global | +115% |
Vision
| Sight | 14 |
| Lite | 17 |
| Infravision | 18 |
| See Stealth | 28 |
| See Invisible | 43 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 76 |
| Crit Chance | 71% |
| APR | 112 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 116 |
| Accuracy | 76 |
| Crit Chance | 71% |
| APR | 112 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 48% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 61% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Lightning | +45% |
| Acid | +15% |
| Light | +11% |
| Nature | +10% |
| Cold | +14% |
| Physical | +16% |
| Fire | +8% |
| All | +2% |
Offense: Damage Penetration
| Acid | +22% |
| Lightning | +37% |
| Light | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 37.361685467275 (61.500993523108%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 41 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Physical | + 11%( 73%) |
| Cold | + 55%( 73%) |
| All | + 3%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 17%( 70%) |
| Lightning | + 73%( 73%) |
| Fire | + 29%( 73%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Confusion Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Blind Resistance | 82% |
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 455 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| 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 |
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. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 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 6 of Dreadfell. Escort: lost sun paladin (level 6 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 3 of Old Forest. Escort: lost tinker (level 3 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 Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 Wrathroot. * 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 ice 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. | 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: 217. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ritch stinger. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. 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 faerlhing fang. * You've found the needed vampire lord fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Mov.spd +25% Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
| Light source | Zakath the Starsmasher1.0 T3 lite [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +8% all Apr +7 ----- def ----- Resists +6% light +18% cold Mind.save +8 (+2 eff.) Blind- +30% Confus- +17% ---------- misc Light +10 See.Stealth +13 See.Invis +17 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dragonslayer's hardened leather cap of the depths (0 def, 3 armour) 2.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +7% fire +9% lightning +13% cold ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Breathe water A cap made of leather. |
| On hands | sand drakeskin leather gloves of archery (0 def, 8 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Melee+ 11 physical Dmg.mod +6% physical Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +8 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +11 Crit +5.0% Atk.spd 100% On Hit.r1 +10 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 On Hit: 15% Perfect Strike 5 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +16 (+4 eff.) Apr +7 ----- def ----- Defense +9 (+2 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! |
| Around neck | wanderer's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +4.00 Blind- +15% ---------- misc Stam/turn +0.30 Infravis +7 Sight +2 See.Invis +11 Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Delothad' (13-14 power, 85 apr, mind damage) 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.5 - 14.9 Mind Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +16.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 68% While equipped: Stats +4 Str +3 Dex +5 Mag +3 Wil +17 Cun +4 Con dps ---------- Mind.crit +4% Crit.mult +16.00% Mind.pwr +15 (+4 eff.) Melee+ 12 lightning Dmg.mod +11% lightning Res.pen +13% lightning On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Resists +27% lightning +3% acid Heal.mod +19% Heal/summ +34 ---------- misc Light +1 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 | nightruned rough leather belt of burglary 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Cun +5 Lck ----- def ----- Fatigue -16% Resists +5% light +7% darkness Stealth +6 ---------- misc T.Disarm +6 Max.enc +40 Infravis +4 A belt that goes around your waist. |
| In off hand | pulsing mindstar 'Chargerain' (12-13 power, 85 apr, mind damage) 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 12.5 - 13.8 Mind Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +16.5% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +4 lightning On Crit.r2 +20 lightning While equipped: Stats +5 Str +5 Dex +2 Mag +5 Wil +9 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Melee+ 16 acid 13 lightning Dmg.mod +13% acid +13% lightning Res.pen +14% acid +16% lightning ----- def ----- Resists +6% acid +9% lightning Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +3.00 ---------- misc Equi/ret +1.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Brightraze the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee Ret 10 mind ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning +12% fire Stun/Frz- +50% ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Blizzardgore' (12 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +9 (+3 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +6% cold Res.pen +15% light ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +3% light +15% cold Max.HP +42.00 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 100% / cooldown 87%)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 100% efficiency and cooldown mod of 87%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 180% / 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 180% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 132% / cooldown 54%)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 132% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 239; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 100; 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 instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 845%; 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 845% 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 Dexterity 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 psychic (speed 785%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 785% 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 Willpower 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 titan (speed 646%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 646% 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 Constitution 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 411; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 411 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 wizard (heal 491; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 36%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 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 |
wild infusion of the psychic (res 36%; 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 36% 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 |
wild infusion of the sneak (res 40%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (560.04 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Inflicts 571.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 37; blocks 6; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 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 418 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
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." |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (125). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 8 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 31% * 7% chance to blind ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
vitalizing stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+3 eff.) Max.HP +39.00 HP.reg +7.00 Amulets make your neck look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +1 Mag dps ---------- Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+1 eff.) Resists +22% cold Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 23.20 cold and 23.46 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Fatigue -5% Resists +11% physical ---------- misc Max.enc +24 Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 39 On Hit (Ranged): * 11% chance to reduce all saves and defense by 39 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 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! |
mule's gold ring of nature (+28%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Fatigue -6% Resists +28% nature ---------- misc Max.enc +26 Rings make your fingers look great! |
mule's gold ring of the mind (+15%)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Fatigue -4% Resists +15% mind ---------- misc Max.enc +25 Rings make your fingers look great! |
savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 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! |
Daydream0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Dex +2 Mag +12 Cun dps ---------- Dmg.mod +6% light Res.pen +20% light Acc +12 (+3 eff.) Melee Ret 10 blight ----- def ----- Crit.chn- 10.00% Rings make your fingers look great! |
solipsist's stralite ring of misery0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +15 Cun +7 Wil dps ---------- Mind.pwr +9 (+2 eff.) Melee+ 12 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 39 On Hit (Ranged): * 10% chance to reduce all saves and defense by 39 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 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! |
warrior's stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Resists +19% acid +17% fire +17% lightning +18% cold Rings make your fingers look great! |
Oozeblight (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 cold On Crit.r2 +16 cold While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +13% acid +13% physical +13% fire +9% nature +24% cold Res.pen +7% acid +9% physical +7% fire +20% nature +6% cold On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +12% nature Heal/summ +31 ---------- misc Max.summ +2 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. |
gifted pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +2 Mag +3 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +13 (+3 eff.) Melee+ 7 lightning Dmg.mod +10% lightning Res.pen +13% lightning ----- def ----- Resists +9% lightning ---------- 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. |
inquisitor's pulsing mindstar of gales (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 114 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% lightning +6% cold +8% physical ----- def ----- Defense +7 (+2 eff.) Pinning- +23% ---------- 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. |
mitotic pulsing mindstar of clarity (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +10.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 68% * 8% chance to reduce armor by 24% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Max.psi +34.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 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. |
absorbing living mindstar of resolve (17-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +15% lightning +16% fire +12% cold Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
dreamer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +14% darkness +11% mind +13% all Phys.save +13 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Earudar' (0 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +6 Wil +5 Cun +2 Con dps ---------- Dmg.mod +26% light Res.pen +10% temporal On Hit (Melee): * 20% chance to reduce armor by 24% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +39% light +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +6 Defense +6 (+1 eff.) Fatigue +7% Resists +6% acid +7% cold Mind.save +12 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Vorulemina (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +4 Fatigue +3% Resists +3% blight +4% physical +3% cold +3% lightning Phys.save +8 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +20.00 Disease- +10% Silence- +24% Confus- +28% Stun/Frz- +28% ---------- misc Stam/turn +0.60 Max.stam +18.00 Metallic 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 'Xanamina' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) Res.pen +5% arcane ----- def ----- Armour +4 Fatigue +3% HP.reg +1.00 Heal.mod +12% Silence- +24% Confus- +20% Stun/Frz- +31% ---------- misc Hate/m.crit +2.00 Metallic Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Metallic Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Metallic Boots. But with steam power! |
Demonripper (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness +3% fire Res.pen +5% light +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +2 Fatigue +3% HP.reg +2.70 ---------- misc Stam/turn +0.30 Psi/turn +0.21 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Second Wind 1 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Mucusvortex' (1 def, 0 armour) =+10% ntr pen=2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Dmg.mod +10% darkness Res.pen +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Betabremira' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +5 Mag ----- def ----- Defense +3 (+1 eff.) Resists +6% light +12% lightning Spell.save +7 (+3 eff.) Mind.save +12 (+3 eff.) Pinning- +10% ---------- misc Infravis +6 See.Stealth +19 See.Invis +15 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 22% and attempts to push all creatures other than yourself out of its radius, inflicting 4.96 light damage and 4.56 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Ereleyadas the Prismkarma (0 def, 3 armour) =25% ntr mind pen=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% light Res.pen +25% light +25% mind +25% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Fatigue +3% Resists +13% light +16% darkness A hat made of leather. Very stylish. |
Airvalor the iron helm (0 def, 3 armour) =+20% ltng pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +18% lightning Res.pen +20% lightning Melee Ret 8 fire ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Metallic 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 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. |
11 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. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
11 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. |
5 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
7 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. |
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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
102 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. |
Blizzardwend the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% cold ----- def ----- Resists +3% cold Max.HP +44.00 ---------- misc Max.stam +10.00 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. |
Halarek the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Spell.crit +2% Mind.pwr +15 (+4 eff.) S.pwr/crit +2 ----- def ----- Resists +8% blight HP.reg +5.00 ---------- misc Psi/ret +0.16 Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +1 Con ----- def ----- Resists +8% blight +3% all Spell.save +6 (+2 eff.) HP.reg +4.00 ---------- 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. |
great fiery salve [power 38] great fiery salve [power 38]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Remove 2 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 38] great frost salve [power 38]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Remove 2 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 540] great healing salve [power 540]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Heal 540 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 471] great pain suppressor salve [power 471]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Let you fight up to -471 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great regeneration salve [power 680] great regeneration salve [power 680]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Heal 680 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 38] great water salve [power 38]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 86% cooldown modifier. Remove 2 mental effects and grants a water aura (38% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Torendil (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +1 Wil ----- def ----- Fatigue -6% Resists +5% darkness +5% fire Max.HP +23.00 Knockbk- +20% ---------- misc Psi/ret +0.08 Max.stam +18.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
extending steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Cyronor [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str dps ---------- Res.pen +15% physical Acc +30 (+7 eff.) ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Wyrm Bile0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rinecen the Yeek Harbinger level 37
68th Pyre 123rd year of Ascendancy at 12:00 see stats
Against all odds
Killed Ukruk in the ambush.By Rinecen the Yeek Harbinger level 36
66th Pyre 123rd year of Ascendancy at 22:18 see stats
Arachnophobia
Destroyed the spydric menace.By Rinecen the Yeek Harbinger level 40
1st Flare 123rd year of Ascendancy at 00:00 see stats
Brave new world
Went to the Far East and took part in the war.By Rinecen the Yeek Harbinger level 39
1st Summertide 123rd year of Ascendancy at 17:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rinecen the Yeek Harbinger level 19
1st Wintertide 123rd year of Ascendancy at 23:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rinecen the Yeek Harbinger level 38
8th Mirth 123rd year of Ascendancy at 20:45 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Rinecen the Yeek Harbinger level 28
76th Regrowth 123rd year of Ascendancy at 15:54 see stats
Exterminator
Killed 1000 creatures.By Rinecen the Yeek Harbinger level 19
79th Haze 122nd year of Ascendancy at 08:13 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rinecen the Yeek Harbinger level 29
16th Pyre 123rd year of Ascendancy at 20:41 see stats
Fear me not!
Survived the Fearscape!By Rinecen the Yeek Harbinger level 28
76th Regrowth 123rd year of Ascendancy at 07:25 see stats
Guiding Hand
Saved all escorted adventurers.By Rinecen the Yeek Harbinger level 37
7th Mirth 123rd year of Ascendancy at 00:16 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rinecen the Yeek Harbinger level 22
3rd Regrowth 123rd year of Ascendancy at 02:34 see stats
Level 10
Got a character to level 10.By Rinecen the Yeek Harbinger level 10
5th Flare 122nd year of Ascendancy at 13:13 see stats
Level 20
Got a character to level 20.By Rinecen the Yeek Harbinger level 20
7th Allure 123rd year of Ascendancy at 05:50 see stats
Level 30
Got a character to level 30.By Rinecen the Yeek Harbinger level 30
28th Pyre 123rd year of Ascendancy at 19:11 see stats
Level 40
Got a character to level 40.By Rinecen the Yeek Harbinger level 40
2nd Summertide 123rd year of Ascendancy at 16:25 see stats
Poisonous
Sided with the assassin lord.By Rinecen the Yeek Harbinger level 23
33rd Regrowth 123rd year of Ascendancy at 02:15 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rinecen the Yeek Harbinger level 39
8th Mirth 123rd year of Ascendancy at 23:39 see stats
The secret city
Discovered the truth about mages.By Rinecen the Yeek Harbinger level 8
9th Mirth 122nd year of Ascendancy at 03:00 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Rinecen the Yeek Harbinger level 23
25th Regrowth 123rd year of Ascendancy at 14:28 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Rinecen the Yeek Harbinger level 41
13rd Dusk 123rd year of Ascendancy at 02:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rinecen the Yeek Harbinger level 31
43rd Pyre 123rd year of Ascendancy at 18:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rinecen the Yeek Harbinger level 20
8th Allure 123rd year of Ascendancy at 09:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rinecen the Yeek Harbinger level 36
66th Pyre 123rd year of Ascendancy at 14:49 see stats
Log
Pale Drake's spell attains critical power!
Pale Drake is surging arcane power.
Rinecen reacts immediately after taking severe wounds!
Pale Drake hits Rinecen for 987 physical damage.
Rinecen the level 44 yeek harbinger was punctured to death by Pale Drake on level 1 of Dreadfell.
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.
Pale Drake killed Rinecen!
Saving game...
Saving done.
Resting starts...
Talent Vortex is ready to use.
Talent Attune Mindstar is ready to use.
Talent Infusion: Wild is ready to use.
Talent Thorn Grab is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Resonance Field is ready to use.
Rinecen uses Resonance Field.
A psychic field forms around Rinecen.
Talent Psiblades is ready to use.
Rinecen activates Psiblades.
Talent Implant: Medical Injector is ready to use.
Talent Nature's Touch is ready to use.
Talent Attune Mindstar is ready to use.
The psychic field around Rinecen crumbles.
Talent Resonance Field is ready to use.
Talent Quickened is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).














































































































