














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! 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). 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: 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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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. 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: 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: 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:
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 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:
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 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. Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 22 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 16 on the 41st Profit 122nd year of Ascendancy at 09:46 2 / 3Killed by Wrathroot at level 17 on the 3rd Loss 122nd year of Ascendancy at 17:17 Killed by Vorana the devourer at level 20 on the 28th Loss 122nd year of Ascendancy at 10:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 18 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 66 (base 51) |
| Cunning | 48 (base 45) |
Resources
| Life | 615/615 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 156/156 |
| Healing Factor | 1.2981335873469 |
| Regeneration | 2.398893509746 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +26.7269163794% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 27 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 53 |
| Crit Chance | 25% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 53 |
| Crit Chance | 21% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Cold | +15% |
| All | 0% |
| Lightning | +13% |
| Light | +19% |
| Darkness | +3% |
| Mind | +9% |
| Fire | +6% |
| Nature | +13% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +15% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30 (38.594633868923%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 15%( 73%) |
| Cold | + 45%( 73%) |
| All | + 9%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 39%( 73%) |
| Fire | + 35%( 73%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Bleed Resistance | 26% |
| Confusion Resistance | 37% |
| Instadeath Resistance | 100% |
| Stun Resistance | 60% |
| Poison Resistance | 76% |
| Blind Resistance | 37% |
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 247 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: 10 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Thunder | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Supercell | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
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 lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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's current energy level is: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. 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 ice ant stinger. * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Morningvagrant the pair of hardened leather boots (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +3.0% Res.pen +5% physical ----- def ----- Armour +7 Resists +8% fire +7% cold ---------- misc Stam/turn +2.00 Light +3 A pair of boots made of leather. |
| Light source | 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.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Adatta' (0 def, 3 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +3% physical Acc +14 (+6 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +6% fire +6% cold ---------- misc Light +5 A cap made of leather. |
| On hands | Elobeth the Phlegmminister (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +3% Melee+ 7 nature Dmg.mod +6% cold +3% nature +3% mind On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Mind.save +3 (+1 eff.) Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Kindleslicer the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% light +6% mind Melee Ret 4 lightning ----- def ----- Resists +9% light ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+3 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 | grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
| In main hand | Serpent's Glare (7-7 power, 24 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 85% Wil, 51% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+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 165.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | rough leather belt 'Fograin' =10% -dmg=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Fatigue -12% Resists +5% lightning +6% temporal +3% darkness ---------- misc Max.enc +30 Light +2 A belt that goes around your waist. |
| In off hand | Firewasp the thorny mindstar (8-9 power, 39 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 85% Wil, 51% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +3.5% Atk.spd 100% Melee+ +8 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Melee+ 8 cold Dmg.mod +9% cold Res.pen +10% cold ----- def ----- Armour +12 Resists +6% blight +12% cold +3% lightning Crit.chn- 15.00% Mind.save +9 (+3 eff.) ---------- misc See.Invis +9 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 | cashmere cloak 'Undeathsaw' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% cold +12% nature +7% lightning ---------- 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 | focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 62; cd 12)0.1 infusion scroll [Normal] 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 62 then cleanse 1 wound, poison, and disease effect. 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 |
movement infusion of the psychic (speed 612%; 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 increase movement speed by 612% 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. |
regeneration infusion of the titan (heal 148; 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 148 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 20%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 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 |
blink rune (range 4; phase 17; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 5; phase 15; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane)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: 3 acid, 4 physical, 4 darkness, 5 cold, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 170; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 170 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
copper amulet 'Eclipsespawn'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +12% light +12% darkness Crit.chn- 15.00% Blind- +21% ---------- misc Infravis +1 Amulets make your neck look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
warrior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str dps ---------- Acc +9 (+4 eff.) Apr +8 ----- def ----- Armour +10 Defense +9 (+4 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! |
slime-covered steel longsword of erosion (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Hit: * 7% chance to slow global speed by 57% Metallic Sharp, long, and deadly. |
flaming steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire Metallic Sharp, short and deadly. |
mitotic mossy mindstar of frost (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +5.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 57% * 7% chance to reduce armor by 18% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 6 cold Dmg.mod +5% cold Res.pen +6% cold ----- def ----- Armour +7 Resists +5% cold ---------- misc 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. |
Erelutosarak (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 14 arcane resource burn While equipped: Stats +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +7% mind +13% darkness Res.pen +6% mind +13% darkness ----- def ----- Armour +4 Defense +10 (+4 eff.) Resists +4% arcane +6% darkness Mind.save +6 (+2 eff.) Blind- +12% ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
nature's vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Max.HP +15.00 HP.reg +0.80 Disease- +12% ---------- 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. |
thorny mindstar 'Dairyroddafast' (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Mind.crit +3% Mind.pwr +21 (+7 eff.) Dmg.mod +7% nature Melee Ret 10 mind ----- def ----- Resists +5% blight +9% acid Max.HP +40.00 Disease- +15% ---------- 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. |
truestriking iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Res.pen +6% physical Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Metallic Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shadewar (22-33 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 On Hit.r1 +12 cold On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 24% Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Metallic Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Growthvagrant4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 darkness +4 nature On Hit.r1 +12 temporal While equipped: Stats +5 Con dps ---------- Dmg.mod +3% temporal Res.pen +25% nature On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's cured leather armour of the deep (9 def, 9 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +7% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
iron mail armour 'Anurim' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+5 eff.) Res.pen +20% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +24.00 ---------- misc Max.hate +6.00 Metallic A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +13% blight +12% darkness ---------- misc Light +1 Metallic A suit of armour made of mail. |
iron plate armour 'Eleba' (0 def, 14 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +9% acid Phasing +30% ----- def ----- Armour +14 Fatigue +22% ---------- misc Vim/s.crit +2.00 Max.vim +30.00 Metallic A suit of armour made of metal plates. |
rough leather belt 'Duronarihad'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Phys.pwr +13 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +3.00 Size +1 A belt that goes around your waist. |
Thunderquill =25% ltng pen=1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% lightning Melee Ret 4 lightning ----- def ----- Defense +13 (+5 eff.) Resists +12% acid +6% fire Stealth +9 A belt that goes around your waist. |
Tundracast1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +6% cold Res.pen +15% lightning +10% physical ----- def ----- Resists +11% acid +6% cold +7% blight A belt that goes around your waist. |
Frostnigh the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% cold Res.pen +5% mind Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galelach the Duskstreak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samedralar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Cun +2 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +9% acid Mind.save +3 (+1 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adalaith the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +1 Resists +5% lightning +7% temporal ---------- misc Infravis +1 See.Invis +3 A pair of boots made of leather. |
Flowerwreck (0 def, 1 armour) =10% -spd=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Armour +1 Resists +3% cold +9% fire +3% nature +3% light ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
undeterred pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +1 Silence- +21% Confus- +22% Stun/Frz- +20% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Dagirim (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +15 (+6 eff.) ----- def ----- Armour +3 Fatigue -3% Resists +6% mind +3% temporal Phys.save +6 (+3 eff.) Blind- +10% ---------- misc Max.enc +21 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarebrand the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +12% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +3% mind +6% cold ---------- misc Light +1 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 iron boots 'Ce'Nivena' (0 def, 3 armour) =-24% stun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Res.pen +10% temporal Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +20% Confus- +23% Stun/Frz- +24% Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.73 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
scouring hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +2 Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save +6 (+2 eff.) Disarm- +28% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 physical On Hit: 10% Juggernaut 1 On Hit: * 18 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+3 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +7.0% Atk.spd 83% On Hit: 10% Set Up 1 On Hit: * 10% chance to slow global speed by 57% * 11% chance to reduce armor by 18% Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Loamfist' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% fire Acc +11 (+5 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) Unarmed combat: Power 20.0 - 28.0 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: * 17 arcane resource burn Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
aegis linen wizard hat of corrosion (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +1 (+0 eff.) Resists +18% acid Shield.pwr +7% HP.reg +2.00 A pointy cloth hat, very wizardly... |
Frosttooth (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con +1 Wil dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% mind +6% cold ---------- misc Light +1 A cap made of leather. |
Oliralar the Glarequench (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning +11% cold Res.pen +25% light ----- def ----- Defense +1 (+0 eff.) Resists +16% cold ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
Nerekira the hardened leather cap (7 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +7 Dex +5 Cun +2 Con dps ---------- Acc +8 (+4 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+3 eff.) Fatigue +3% Resists +3% physical ---------- misc Max.stam +30.00 A cap made of leather. |
Shinewish the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +12% cold +3% light +3% temporal Max.HP +20.00 Heal.mod +15% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
7 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. |
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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
149 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. |
Coal's kiss =+13% mind pen=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% mind ----- def ----- Resists +3% mind +3% fire Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron pickaxe 'Kulathagrim' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Dmg.mod +15% mind ----- def ----- Fatigue -5% Resists +5% arcane Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 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 11 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield 'Xethra' [power 27] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Resists +1% physical Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 154 physical damage Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 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 Torques are made by powerful psionics to store psionic powers. |
Chedir [power 122] (15 cooldown) =-20% conf=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +2 Mind.save +3 (+1 eff.) Die.at -20.00 life Confus- +20% Pinning- +10% Sting an enemy dealing 137 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
supercharged elm wand of conjuration [power 135] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 135 acid damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Durbeon the Dwarf Harbinger level 21
3rd Shortage 122nd year of Ascendancy at 01:17 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Durbeon the Dwarf Harbinger level 21
15th Shortage 122nd year of Ascendancy at 16:09 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Durbeon the Dwarf Harbinger level 19
10th Loss 122nd year of Ascendancy at 01:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Durbeon the Dwarf Harbinger level 21
29th Loss 122nd year of Ascendancy at 13:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Durbeon the Dwarf Harbinger level 10
9th Profit 122nd year of Ascendancy at 13:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Durbeon the Dwarf Harbinger level 20
11st Loss 122nd year of Ascendancy at 00:31 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Durbeon the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 10:47 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Durbeon the Dwarf Harbinger level 9
8th Profit 122nd year of Ascendancy at 06:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Durbeon the Dwarf Harbinger level 16
45th Dearth 122nd year of Ascendancy at 08:20 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Durbeon the Dwarf Harbinger level 19
9th Loss 122nd year of Ascendancy at 21:36 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 37 turns (stop reason: hostile spotted to the northeast (thief)).
Durbeon uses Vortex.
Thief is pulled in!
Thief is poisoned!
Durbeon's mind surges with critical power!
Thief's healing is suppressed!
Durbeon's mind surges with critical power!
Poison from Durbeon hits Thief for 4 nature damage.
Durbeon receives 11 healing.
Durbeon hits Thief for 4 nature, 66 nature, 7 nature, 9 cold, 16 light, 14 fire, 85 lightning, 93 nature, 8 fire, 7 nature, 9 cold, 16 light, 12 fire, 14 fire, 35 physical (403 total damage).
Durbeon killed Thief!
Resting starts...
Talent Vortex is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Durbeon picks up (4.): aquamarine.
You pickup 0.70 gold pieces.
You pickup 0.60 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.

































































































