










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Items Vault 1.7.6Donators/Buyers bonus! Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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 1.7.4Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Steam Hero |
| Level / Exp | 17 / 76% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 63 (base 36) |
| Dexterity | 48 (base 36) |
| Constitution | 76.056358059375 (base 36) |
| Magic | 37 (base 36) |
| Willpower | 57 (base 36) |
| Cunning | 39 (base 36) |
Resources
| Mana | 341/341 |
| Negative | 83/83 |
| Life | 788/788 |
| Paradox | 300 |
| Soul | 10/10 |
| Hate | 72/100 |
| Equilibrium | 10 |
| Vim | 207/207 |
| Steam | 100/100 |
| Positive | 83/83 |
| Stamina | 252/252 |
| Psi | 137/137 |
| Healing Factor | 1.4976839460524 |
| Regeneration | 52.645013043613 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +183.75051472262% |
| Spell | 0% |
| Global | +95.863768271252% |
Vision
| Sight | 15 |
| Lite | 10 |
| Infravision | 13 |
| See Stealth | 83.446638477346 |
| See Invisible | 83.446638477346 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 57 |
| Crit Chance | 74% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +15% |
| Cold | +10% |
| Darkness | +22% |
| Physical | +10% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 69.177539205793 (100%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 75 |
| Spell Save | 52 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 66%( 70%) |
| Acid | + 47%( 70%) |
| Nature | + 26%( 70%) |
| Darkness | + 50%( 70%) |
| Cold | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Confusion Resistance | 53% |
| Poison Resistance | 20% |
| Blind Resistance | 38% |
| Silence Resistance | 20% |
| Bleed Resistance | 58% |
| Disarm Resistance | 20% |
| Pinning Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Soul | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Celestial / Tides | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Depths | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Master of flesh | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane surge | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undeath | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Squire | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Vile life | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Voidwalker | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Soulforge | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Mage warden | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Strider | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Blood magic | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Blood spear | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Race / Thalore | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Psionic / Feedback | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blood Spear |
| talent | Spirit Feed |
| talent | Necrotic Aura |
| talent | Energy Decomposition |
| talent | Chant of Fortress |
| talent | Pace Yourself |
| talent | Bleak Outcome |
| talent | Skate |
| talent | Hymn of Detection |
| talent | Squire: Melee |
| talent | Icy Skin |
| talent | Shadow Combat |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 93 - 131 Accuracy: 72 (knife) APR: 32 Crit Chance: +93% Crit mult: 271% Uses Stats: 120% Cun, 0% Mag |
Quests
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 |
Equipment
| On feet | Smolderblight (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +3 Mag dps ---------- Dmg.mod +3% fire ----- def ----- Armour +4 Fatigue +2% Crit.chn- 5.00% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On fingers | steel ring 'Arigund'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical +12% fire Acc +10 (+3 eff.) ----- def ----- Resists +24% fire ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | Getutohek0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +22% lightning Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Silence- +10% Disarm- +20% Rings make your fingers look great! |
| Around waist | Vilehack1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% fire ----- def ----- Resists +6% nature +3% fire Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| On hands | iron gauntlets 'Starraven' (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Melee+ 6 physical Dmg.mod +9% light +4% physical Melee Ret 2 acid ----- def ----- Armour +6 Fatigue +1% Die.at -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
| Cloak | Glareveil the linen cloak (2 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% light ----- def ----- Defense +2 (+1 eff.) Poison- +20% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Brightprophet (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 20% Con, 80% Mag, 0% Cun Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +3% lightning +1% physical Die.at -20.00 life ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
Carrionwake (16-23 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 15.5 - 23.2 Physical Uses 120% Mag, 0% Cun Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +4 Str +1 Mag dps ---------- Res.pen +5% light Acc +10 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) Resists +6% nature Disarm- +31% ---------- misc See.Invis +3 Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 0% Mag, 100% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Bethuranne the steel greatmaul (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 38.5 - 57.8 Physical Uses 120% Mag, 0% Cun Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +2 Resists +2% physical +6% mind +3% fire Massive two-handed mauls. |
Cyriwyn the iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Mag, 0% Cun Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 28 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +1 Wil dps ---------- Phys.crit +6.0% Mind.crit +1% ----- def ----- Resists +3% mind Mind.save +6 (+2 eff.) Sharp, long, and deadly. |
Glimmertooth the iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Mag, 0% Cun Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +12 light While equipped: dps ---------- Res.pen +10% light +5% mind +5% darkness Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, long, and deadly. |
Jetbearer (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Mag, 0% Cun Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature On Hit.r1 +8 darkness While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% darkness Sharp, long, and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
vined mindstar 'Emelira' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +4 mind While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Resists +9% acid Phys.save +4 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.50 Max.hate +6.00 Max.psi +14.00 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. |
Vorynor the Shadowbearer4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 darkness On Hit.r1 +4 lightning While equipped: Stats +2 Dex ----- def ----- Resists +3% cold +3% fire +6% temporal Slings are used to hurl stones or metal shots at your foes. |
Huridunarotir (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 20% Con, 80% Mag, 0% Cun Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +1% Phys.pwr +5 (+1 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Resists +1% physical Die.at -80.00 life ---------- misc Light +2 See.Invis +6 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.6 Pwr.cost 4 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 151.78 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. |
potent elm vilestaff of warding (12-14 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 20% Con, 80% Mag, 0% Cun Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Armour +5 Defense +4 (+1 eff.) ---------- misc Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Belabers the Tidebiter4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +4 fire Uses 2.0 Steam While equipped: Stats +2 Con ----- def ----- Armour +4 Resists +9% acid +3% cold Phys.save +12 (+3 eff.) Poison- +10% ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 72 life over 5 turns Puts all charms on 11 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frigidbreacher the iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot [Rare] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Hit.r1 +8 cold On Hit: 10% Overgrowth 1 Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Res.pen +15% cold ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Getematar the Blackspiker (16-25 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Mag, 0% Cun Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * 10% chance to slow global speed by 55% Uses 1.0 Steam When used to Attack: Block +40 While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue +6% Resists +18% acid Die.at -80.00 life Blind- +10% ---------- misc Talents +1 Block 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! |
Glintvengeance1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind ----- def ----- Resists +3% acid +6% mind +6% light Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Zuyarig the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +1% physical Crit.chn- 10.00% Max.HP +31.00 A belt that goes around your waist. |
rough leather belt 'Cuthigen'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +2% physical HP.reg +0.80 Heal.mod +13% ---------- misc Light +1 A belt that goes around your waist. |
rough leather belt 'Xanydanne'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +5% arcane +1% physical Die.at -20.00 life Max.HP +30.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
rough leather belt 'Zubewe'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% acid Spell.save +6 (+2 eff.) Die.at -20.00 life Max.HP +20.00 Disarm- +20% ---------- misc Size +1 A belt that goes around your waist. |
Tarrodar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +9% temporal +3% darkness +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bleakterror' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal kruk cloak of the Shaloren (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +1 Mag +4 Wil ----- def ----- Mind.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Eramas (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% lightning On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +18% lightning +9% acid +5% blight +9% all Max.HP +42.00 HP.reg +1.70 Heal.mod +17% ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Lighttickler' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +2% Resists +9% mind Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Psi/ret +0.08 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 'Unlightransom' (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Resists +6% lightning +6% temporal +3% cold ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Urilathabar (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Str dps ---------- Melee Ret 2 mind ----- def ----- Armour +5 Fatigue +5% Resists +7% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Gilulen' (25 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Defense +25 (+6 eff.) Fatigue +5% Resists +10% light +10% darkness HP.reg +2.00 Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 14 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 62.13 to 186.39 lightning damage (124.26 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Snowgrind (3 def, 4 armour)9.0 T1 light armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +11% blight +3% temporal +12% nature ---------- misc Max.hate +4.00 A suit of armour made of leather. |
Cobrastriker the iron shield (0 def, 2 armour, 7-8 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Mag, 0% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit.r1 +12 fire On Hit: * 20% chance to reduce armor by 39% While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% nature Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Armour +2 Fatigue +8% Resists +3% acid +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Mag, 0% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Bloommoon the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +5% nature Res.pen +15% nature Acc +15 (+4 eff.) ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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.(114 power, based on Willpower). Uses 6 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
simple healing salve [power 123] simple healing salve [power 123]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 123 Puts Talent Medical Injector on 8 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. |
Icetorrent [power 105] (8 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light +3% cold On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +6% light Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Crazed Elf the Thalore Steam Hero level 10
78th Pyre 122nd year of Ascendancy at 03:29 see stats
Log
Today is the 8th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:48.
Ran for 2 turns (stop reason: didn't move).
Lore found: journal entry (old forest)
You can read all your collected lore in the game menu, by pressing Escape.
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Crazed Elf vanishes from sight.
































































































































































































































































