

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Better Item Description 1.7.2This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Forbidden Cults 1.7.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 31 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Islithra the warg at level 9 on the 3rd Mirth 122nd year of Ascendancy at 23:57 0 / 7Killed by Gassra the red ooze at level 17 on the 4th Dusk 122nd year of Ascendancy at 05:31 Killed by Velisetta the blue ooze at level 23 on the 18th Dusk 122nd year of Ascendancy at 10:10 Killed by Gotira the war bear at level 23 on the 19th Dusk 122nd year of Ascendancy at 01:04 Killed by Lisydassra the corrupted protoplasmic controller at level 30 on the 34th Haze 122nd year of Ascendancy at 06:40 Killed by Xutha the corrupted dendritic hemospinner at level 30 on the 34th Haze 122nd year of Ascendancy at 07:59 Killed by Lisydassra the corrupted protoplasmic controller at level 31 on the 34th Haze 122nd year of Ascendancy at 11:28 |
Primary Stats
| Strength | 30 (base 14) |
| Dexterity | 73 (base 58) |
| Constitution | 37 (base 10) |
| Magic | 26 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 86 (base 60) |
Resources
| Life | -135/743 |
| Steam | 104/130 |
| Healing Factor | 1.3794323609227 |
| Regeneration | 60.457337124435 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 36 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 56 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +29% |
| Lightning | +8% |
| Light | +18% |
| Nature | +27% |
| Darkness | +18% |
| Physical | +12% |
| Fire | +14% |
| All | +5% |
Offense: Damage Penetration
| Cold | +25% |
| Acid | +35% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.317011280365 (92.903125182002%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 9 |
| Physical Save | 29 |
| Spell Save | 26 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 36%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 51%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Disarm Resistance | 80% |
| Confusion Resistance | 20% |
| Knockback Resistance | 40% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity 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 158% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity 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 152% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Icestreaker' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Armour +3 Resists +18% lightning +3% darkness +8% fire +5% arcane +22% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots (20/20, 34-41 power, 3 apr) 3.0 T3 shot ammo [Ego+] Psionic Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Nuldir the Flarebile1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% fire ----- def ----- Defense +5 (+1 eff.) Resists +6% lightning +6% darkness +8% blight +9% cold +12% acid HP.reg +6.00 Confus- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gleambender (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +9% temporal +1% physical +3% fire Die.at -80.00 life Max.HP +40.00 ---------- misc Light +6 A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves 'Radhuhir' (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 9 nature Dmg.mod +9% nature Res.pen +10% acid Melee Ret 2 acid On Melee Ret: * 28 arcane resource burn ----- def ----- Armour +3 Resists +10% nature +6% darkness Crit.dmg- 15.00% Spell.save +20 (+10 eff.) Mind.save +6 (+3 eff.) HP.reg +13.00 Disarm- +80% ---------- misc Stam/turn +1.40 Max.stam +27.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Isurenne the Blazeveil [power 272] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Melee Ret 10 lightning ----- def ----- Resists +2% physical HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Ulfuyon'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% nature Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Resists +9% blight +9% fire +26% nature Max.HP +57.00 HP.reg +14.00 Heal.mod +13% 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 121% 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! |
| On fingers | stralite ring 'Searvice'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +22 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +3% lightning +5% all Res.pen +10% fire Melee Ret 8 fire ----- def ----- Resists +10% blight Blind- +25% ---------- misc Infravis +5 See.Stealth +15 See.Invis +6 Rings make your fingers look great! It was hardened by the digestive sack. |
| Around neck | Erochak0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Dex +5 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +7% physical Melee Ret 6 physical ----- def ----- Fatigue -6% Resists +6% blight +2% physical HP.reg +2.00 ---------- misc Stam/turn +0.90 Max.stam +10.00 Amulets make your neck look great! |
| In main hand | Frostwake 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% acid +10% cold Melee Ret 10 cold On Hit (Ranged): * 20% chance to reduce armor by 27% ----- def ----- Resists +6% acid HP.reg +1.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle 1.0 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. |
| In off hand | Alimarek the Nightqueller (0 def, 13 armour, 78-94 power, 252 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 78.0 - 93.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +252 Melee+ +18 light +18 darkness On Crit.r2 +31 light +28 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Cun +10 Mag dps ---------- Phys.crit +6.0% Phys.pwr +14 (+3 eff.) Dmg.mod +13% light +13% darkness On shield block: * Deals 75 light and fire damage to each enemy blocked ----- def ----- Armour +13 Fatigue +8% Resists +10% fire +24% light +13% darkness Phys.save +15 (+7 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Shinevalor' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Mind.crit +2% Mind.pwr +15 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Mind.save +3 (+1 eff.) Stun/Frz- +30% ---------- misc Psi/ret +0.08 Max.psi +10.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galle the Snowmaim (2 def, 5 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Res.pen +15% cold ----- def ----- Armour +5 Hardiness +20% Defense +2 (+0 eff.) Fatigue +17% Resists +17% acid Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.04 A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 570%; 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 570% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 514%; 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 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 331; 13 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blindsin0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 10 light ----- def ----- Defense +10 (+3 eff.) Resists +6% blight Crit.dmg- 10.00% HP.reg +4.00 Heal.mod +12% Cut- +50% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heal: Puts all charms on 35 cooldown Level 1.0 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 256 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Zubemille0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +6% darkness +5% temporal +5% light +6% physical ----- def ----- Fatigue -6% Resists +5% arcane +3% nature Crit.dmg- 15.00% HP.reg +3.00 Teleport- +20% ---------- misc Masteries +0.24 Steamtech/Chemical warfare Amulets make your neck look great! |
Guldatta0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +8 (+1 eff.) Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +9% lightning +3% temporal +5% blight +9% cold +6% nature Poison- +15% Disease- +14% Disarm- +10% 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 121% 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! |
steel ring 'Noonsting'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% light Acc +10 (+3 eff.) Melee Ret 2 light ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
Shimmerzeal the stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Nature Power 28.0 - 36.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 nature On Crit.r2 +12 lightning While equipped: dps ---------- Dmg.mod +15% lightning +30% temporal +9% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 Sharp, short and deadly. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
caustic voratun dagger (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +20 acid +38 nature While equipped: dps ---------- Res.pen +11% acid +14% nature Apr +8 Sharp, short and deadly. |
hateful voratun dagger of torment (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Psionic Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 darkness Against +11% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
quick dwarven-steel longsword (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +16 (+4 eff.) Sharp, long, and deadly. |
Camorim the stralite mace (36-51 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +26.00% Dmg.mod +21% temporal Res.pen +25% mind +15% arcane Apr +13 ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Max.mana +100.00 Blunt and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Polena the reinforced leather sling4.0 T4 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +20 arcane While equipped: Stats +10 Dex +6 Mag dps ---------- Crit.mult +20.00% Dmg.mod +9% arcane ----- def ----- Resists +5% arcane ---------- misc Max.hate +6.00 Max.psi +40.00 Slings are used to hurl stones or metal shots at your foes. |
elven-wood magestaff 'Glorisewen' (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +7 Dex +3 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane +9% mind Res.pen +25% temporal ----- def ----- Defense +13 (+4 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.24 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 87.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Glintwend' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+2 eff.) Dmg.mod +12% fire +25% darkness +30% light ----- def ----- Resists +12% light Phys.save +13 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +12 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of channeling (34-41 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +31 (+4 eff.) Dmg.mod +34% light ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Bethigath4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 acid On Crit.r2 +20 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +7 (+2 eff.) Dmg.mod +10% acid Res.pen +5% mind Acc +7 (+2 eff.) Melee Ret 2 mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
mighty dwarven-steel steamgun of true flight4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.crit +10.0% Phys.pwr +11 (+3 eff.) Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Duvugen'4.0 T2 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% Ranged+ +7 acid On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% acid Apr +4 ----- def ----- Resists +3% lightning +9% fire Silence- +20% Disarm- +10% ---------- misc Psi/ret +0.04 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
elven-silk robe 'Xanarevea' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +12% physical +29% nature +12% arcane ----- def ----- Resists +9% fire +18% light +15% all Crit.dmg- 15.00% Poison- +45% Disease- +50% Knockbk- +20% Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of protection (5 def, 4 armour)2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+1 eff.) Dmg.mod +15% arcane +17% temporal ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +15% all Phys.save +25 (+12 eff.) ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Xodhevea (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +2% Resists +6% lightning +6% temporal +3% mind Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mokor the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Phys.crit +6.0% Spell.crit +9% Mind.crit +5% Crit.mult +11.00% Acc +20 (+5 eff.) ----- def ----- Armour +2 ---------- misc Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Strikeripper' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Wil +2 Con dps ---------- Res.pen +25% lightning Acc +7 (+2 eff.) Melee Ret 4 cold ----- def ----- Armour +2 Resists +6% lightning Crit.dmg- 15.00% Phys.save +5 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Freezeseam (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +5 Dex +19 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +9% cold Crit.dmg- 15.00% A cap made of leather. |
bladed drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +3 Dex +4 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 98.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 98.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
mindcaging drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master/Psionic While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +22% mind Mind.save +17 (+7 eff.) Confus- +47% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 98.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
voratun helm of sanctity (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +9% darkness Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold Max.HP +69.00 ---------- misc Breathe water A suit of armour made of mail. |
radiant voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +23% blight +20% darkness ---------- misc Light +1 A suit of armour made of mail. |
searing stralite mail armour of command (13 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 12 acid 20 fire Melee Ret 9 acid 12 fire ----- def ----- Armour +15 Defense +13 (+4 eff.) Fatigue +12% Resists +18% acid +18% fire Mind.save +16 (+6 eff.) A suit of armour made of mail. |
rough leather armour of delving (3 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% darkness +6% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Isatta the Tundranail (0 def, 21 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold ----- def ----- Armour +21 Fatigue +22% Resists +18% lightning +5% physical +6% fire +5% arcane +9% acid Phys.save +13 (+6 eff.) A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +9% cold HP.reg +3.50 ---------- misc Stam/turn +1.40 Breathe water A suit of armour made of metal plates. |
stralite plate armour 'Aerogar' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% mind +6% physical Res.pen +10% physical Melee Ret 10 mind ----- def ----- Armour +13 Fatigue +22% Max.HP +52.00 ---------- misc Max.hate +8.00 Light +2 A suit of armour made of metal plates. |
Xyvena (5 def, 13 armour, 28-33 power, 129.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +130 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +5 Con ----- def ----- Armour +13 Defense +5 (+1 eff.) Fatigue +8% Resists +9% lightning +20% fire Phys.save +7 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +9 (+4 eff.) ---------- misc Wards +5 lightning +5 temporal +5 darkness +6 fire +5 nature +5 blight +5 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
voratun shield of fire resistance (+18%) (0 def, 10 armour, 72-86 power, 189 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +189 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of dragonbone arrows of crippling (20/20, 70-97 power, 18 apr)3.0 T5 arrow ammo [Ego++] Master Power 69.5 - 97.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +36.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 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. |
617 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. |
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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Gurin' (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +3 Str +1 Dex +2 Cun dps ---------- Dmg.mod +6% arcane ---------- misc Spell.cld 10% Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
Artheyon2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Apr +3 ----- def ----- Max.HP +42.00 ---------- misc Max.hate +6.00 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. |
Frozenfame1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% cold ----- def ----- Resists +6% cold Mind.save +11 (+5 eff.) Die.at -80.00 life Disease- +20% Disarm- +20% ---------- misc Light +4 See.Stealth +11 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
2 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. |
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. |
great frost salve [power 21] great frost salve [power 21]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 201] potent healing salve [power 201]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 201 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 153] simple healing salve [power 153]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 153 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Urthedunagrim the pouch of steel shots (14/14, 29-35 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 14 Ranged+ +7 cold +4 mind +8 arcane On Hit.r1 +4 mind +4 arcane On Crit: * Splash the target with acid dealing 83 damage over 5 turns and reducing armor and accuracy by 11 * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (15/15, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
Lisuganne [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% acid +3% fire +5% arcane Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of stinging [power 560] (15 cooldown)2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 711 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Gosewe [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Defense +10 (+3 eff.) Resists +9% darkness Spell.save +12 (+6 eff.) Cut- +20% Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
5 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 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. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Artgacon the Cornac Annihilator level 27
14th Haze 122nd year of Ascendancy at 16:23 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Artgacon the Cornac Annihilator level 27
19th Haze 122nd year of Ascendancy at 04:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Artgacon the Cornac Annihilator level 23
18th Dusk 122nd year of Ascendancy at 19:43 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Artgacon the Cornac Annihilator level 27
18th Haze 122nd year of Ascendancy at 19:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Artgacon the Cornac Annihilator level 10
4th Mirth 122nd year of Ascendancy at 13:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Artgacon the Cornac Annihilator level 20
9th Dusk 122nd year of Ascendancy at 03:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Artgacon the Cornac Annihilator level 30
20th Haze 122nd year of Ascendancy at 23:55 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Artgacon the Cornac Annihilator level 26
56th Dusk 122nd year of Ascendancy at 11:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Artgacon the Cornac Annihilator level 27
14th Haze 122nd year of Ascendancy at 18:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Artgacon the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 09:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Artgacon the Cornac Annihilator level 15
10th Flare 122nd year of Ascendancy at 00:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Artgacon the Cornac Annihilator level 21
14th Dusk 122nd year of Ascendancy at 12:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Artgacon the Cornac Annihilator level 15
2nd Dusk 122nd year of Ascendancy at 04:28 see stats
Log
Greater Weapon Focus from Xutha the corrupted dendritic hemospinner hits Artgacon for (56 exoskeleton), 84 physical (84 total damage).
Xutha the corrupted dendritic hemospinner hits Artgacon for (69 exoskeleton), 69 physical (69 total damage).
Lisydassra the corrupted protoplasmic controller resists the knockback!
Artgacon's Rocket Pod misses Xutha the corrupted dendritic hemospinner.
Artgacon's Rocket Pod hits Lisydassra the corrupted protoplasmic controller for (3 deflected), 4 physical (4 total damage).
Artgacon's Rocket Pod hits Xutha the corrupted dendritic hemospinner for 4 fire, 10 fire, 2 physical (17 total damage).
Burning Phosphorous from Artgacon hits Xutha the corrupted dendritic hemospinner for 7 fire damage.
Artgacon uses Hypervision Goggles.
Flame turret uses Flamethrower.
Flame turret hits Shadow for 88 fire damage.
Lisydassra the corrupted protoplasmic controller uses Leaves Tide.
Lisydassra the corrupted protoplasmic controller's mind surges with critical power!
Lisydassra the corrupted protoplasmic controller is protected by a layer of thick leaves.
Xutha the corrupted dendritic hemospinner is protected by a layer of thick leaves.
Artgacon starts to bleed.
Burning Phosphorous from Artgacon hits Shadow for 14 fire damage.
Lisydassra the corrupted protoplasmic controller's mind surges with critical power!
Lisydassra the corrupted protoplasmic controller hits Flame turret for 115 physical damage.
Lisydassra the corrupted protoplasmic controller hits Artgacon for (53 exoskeleton), 211 physical (211 total damage).
Xutha the corrupted dendritic hemospinner uses Juggernaut.
Xutha the corrupted dendritic hemospinner hardens its skin.
Xutha the corrupted dendritic hemospinner uses Block.
Talent Grenade Launcher is ready to use.
Bleeding from Lisydassra the corrupted protoplasmic controller hits Artgacon for (0 exoskeleton), 170 physical (170 total damage).
Artgacon hits Shadow for 114 physical damage.
Artgacon hits Xutha the corrupted dendritic hemospinner for (57 blocked), 0 physical (0 total damage).
Artgacon hits Lisydassra the corrupted protoplasmic controller for 0 physical damage.
Artgacon hits Shadow for 0 physical damage.
Artgacon the level 31 cornac annihilator was punctured to death by Lisydassra the corrupted protoplasmic controller on level 1 of The Godfeaster.




























































































































