











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
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. 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 1.7.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin (Fallen) |
Level / Exp | 26 / 9% |
Size | huge |
Lifes / Deaths | Killed by Spellblaze Crystal at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:07 2 / 4Killed by Neramina the ravenous horror at level 25 on the 47th Pyre 123rd year of Ascendancy at 17:02 Killed by Weirdling Beast at level 25 on the 49th Pyre 123rd year of Ascendancy at 07:02 Killed by Ruszimdindu at level 26 on the 76th Pyre 123rd year of Ascendancy at 17:27 |
Primary Stats
Strength | 53 (base 50) |
Dexterity | 9 (base 10) |
Constitution | 22 (base 10) |
Magic | 62 (base 57) |
Willpower | 23 (base 10) |
Cunning | 20 (base 10) |
Resources
Mana | 315/315 |
Steam | 100/100 |
Paradox | 300 |
Life | 746/746 |
Positive | 95/95 |
Stamina | 238/238 |
Hate | 81/106 |
Healing Factor | 1.1024166372473 |
Regeneration | 21.321349322911 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 61 |
Accuracy | 30 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Arcane | +10% |
Mind | +24% |
All | 0% |
Lightning | +11% |
Light | +15% |
Temporal | +9% |
Physical | +16% |
Darkness | +9% |
Nature | +21% |
Offense: Damage Penetration
Blight | +15% |
Physical | +24% |
Defense: Base
Armour (hardiness) | 30 (60%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 10 |
Physical Save | 28 |
Spell Save | 36 |
Mental Save | 15 |
Defense: Resistances
Lightning | + 33%( 70%) |
Acid | + 27%( 70%) |
Nature | + 38%( 70%) |
Temporal | + 31%( 70%) |
Darkness | + 22%( 70%) |
Physical | + 13%( 70%) |
Cold | + 27%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 456 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 237.86 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 3 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 242.39 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dark Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Second Life |
talent | Weapon of Light |
talent | Dirge of Famine |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | 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 talent Disarm (+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 Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 0.0 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. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% darkness ----- def ----- Max.HP +44.00 ---------- misc Max.hate +6.00 Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +8 Dmg.mod +12% acid +9% temporal +6% nature Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +18% acid Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Acc +10 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +2 Resists +3% lightning +2% physical HP.reg +7.00 ---------- misc Stam/turn +2.90 Max.stam +10.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 440 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.crit +2% Res.pen +15% physical ----- def ----- Defense +10 (+5 eff.) Resists +18% cold ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.crit +1% Spell.pwr +10 (+3 eff.) Dmg.mod +11% lightning Res.pen +5% blight ----- def ----- Resists +22% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +3.00 See.Invis +9 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% light +9% mind Acc +15 (+8 eff.) ----- def ----- Resists +12% temporal Die.at -40.00 life Pinning- +27% Knockbk- +28% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +5 (+2 eff.) S.pwr/crit +4 Dmg.mod +16% physical Res.pen +10% blight +9% physical Phasing +30% ----- def ----- Armour +8 Spell.save +9 (+4 eff.) ---------- misc Max.vim +20.00 Size +1 Create a temporary shield that absorbs 260 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Arcane A part of set. When used to Attack: Power 21.9 - 26.2 Arcane Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +53 While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Handheld deflection devices. Transformed with the power of the Spellblaze. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +11% temporal Def/telep +11 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 53.52 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+1 eff.) Proj.slow +5% Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 98] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -98 life and reduces all damage by 10% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Viral Needlegun Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 3 for 18.54 physical damage. Each creature hit has a 28% chance of being infected by a random disease, doing 4.91 blight damage and reducing either Constitution, Strength or Dexterity by 3 for 20 turns. The damage and disease effects increase with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +5% mind ----- def ----- Resists +20% blight +9% light Spell.save +12 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% lightning +6% temporal +5% arcane +3% nature Spell.save +9 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 light Against +16% Undead While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +29% Massive two-handed mauls. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 cold On Hit: * Create an explosion dealing 87 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +7.0% Dmg.mod +7% acid Res.pen +5% acid ----- def ----- Crit.chn- 10.00% ---------- misc See.Invis +6 Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 mind On Hit.r1 +12 light On Crit.r2 +20 arcane While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +3% arcane Melee Ret 4 light ----- def ----- Resists +6% mind One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 darkness While equipped: Stats +3 Str +2 Dex +7 Wil dps ---------- Res.pen +5% all Acc +11 (+6 eff.) Apr +8 ----- def ----- Resists +6% mind ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +13 (+7 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Res.pen +8% physical Acc +12 (+6 eff.) Apr +7 ----- def ----- Resists +5% temporal Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 darkness While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% blight Acc +8 (+4 eff.) ----- def ----- Resists +9% mind Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +17 physical While equipped: Stats +1 Wil ----- def ----- Armour +6 Fatigue +8% Resists +13% physical Shield.near.proj +30 Proj.slow +17% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 50% * 5 arcane resource burn ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Res.pen +20% blight ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% blight +11% all Phys.save +17 (+8 eff.) Spell.save +17 (+7 eff.) Max.HP +55.00 HP.reg +2.40 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +11% all Poison- +25% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Mag dps ---------- Phys.crit +5.0% Res.pen +10% darkness Apr +5 ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +7% ---------- misc Stam/turn +0.90 See.Invis +21 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 79 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +9 (+4 eff.) Fatigue +8% Resists +6% acid +6% cold HP.reg +3.10 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +14 (+5 eff.) Dmg.mod +3% mind +9% temporal Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +10% lightning +10% temporal Phys.save +9 (+4 eff.) Spell.save +8 (+4 eff.) ---------- misc Size +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Str +6 Dex +1 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +3% lightning +2% physical +3% cold Phys.save +7 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex +3 Wil +3 Cun dps ---------- Mind.crit +5% Dmg.mod +6% acid +15% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% cold ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +1% physical +3% temporal Spell.save +6 (+3 eff.) Cut- +10% Silence- +20% ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal +5% arcane +15% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Cun +2 Wil dps ---------- Dmg.mod +3% lightning +9% acid ----- def ----- Defense +2 (+1 eff.) Resists +3% acid Max.HP +38.00 ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +6 (+5 eff.) Disarm- +28% Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +2.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +6% darkness A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Wil +1 Cun dps ---------- Dmg.mod +9% nature Res.pen +10% nature +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +30 (+9 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +18% fire +12% cold HP.reg +4.00 ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Wil ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Mind.save +8 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Resists +3% acid Spell.save +3 (+2 eff.) Mind.save +6 (+5 eff.) Max.HP +20.00 ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 265 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Wil dps ---------- Mind.crit +4% Dmg.mod +7% nature ----- def ----- Resists +13% nature +12% mind Crit.chn- 10.00% ---------- misc Equi/ret +0.08 Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun +1 Dex dps ---------- Phys.crit +5.0% Spell.pwr +15 (+5 eff.) Melee Ret 2 blight ---------- misc See.Invis +9 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 191 physical damage Puts all charms on 15 cooldown 100% to heal for 54. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +27% lightning +21% fire Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Mag +4 Wil +1 Cun +2 Con ----- def ----- Defense +20 (+10 eff.) Resists +3% physical Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 273 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% cold Mind.save +15 (+10 eff.) ---------- misc Max.psi +50.00 Fire a magical bolt dealing 180 cold damage Puts all charms on 15 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. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Wil +5 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Resists +5% arcane ---------- misc See.Invis +21 Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
By Ruszimdindu the Ogre Sun Paladin level 18
65th Dusk 122nd year of Ascendancy at 04:37 see stats
By Ruszimdindu the Ogre Sun Paladin level 10
20th Dusk 122nd year of Ascendancy at 10:21 see stats
By Ruszimdindu the Ogre Sun Paladin level 23
71st Regrowth 123rd year of Ascendancy at 23:19 see stats
By Ruszimdindu the Ogre Sun Paladin level 22
68th Regrowth 123rd year of Ascendancy at 10:59 see stats
By Ruszimdindu the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 15:26 see stats
By Ruszimdindu the Ogre Sun Paladin level 20
66th Dusk 122nd year of Ascendancy at 17:24 see stats
By Ruszimdindu the Ogre Sun Paladin level 25
36th Pyre 123rd year of Ascendancy at 13:30 see stats
By Ruszimdindu the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 15:28 see stats
By Ruszimdindu the Ogre Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 18:15 see stats
By Ruszimdindu the Ogre Sun Paladin level 25
55th Pyre 123rd year of Ascendancy at 09:37 see stats
By Ruszimdindu the Ogre Sun Paladin level 18
59th Dusk 122nd year of Ascendancy at 22:39 see stats
Log
Talent Rune: Reflection Shield is ready to use.
Talent Chant of Fortress is ready to use.
Acid Splash from Adolrann the skeleton mage hits Ruszimdindu for 18 acid damage.
Self-Destruction hits Ruszimdindu for 112 damage.
Ruszimdindu the level 26 ogre sun paladin tore themself apart on level 1 of Ruined halfling complex.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Self-Destruction killed Ruszimdindu!
Saving game...
Resting starts...
Talent Blood Rush is ready to use.
Talent Path of the Sun is ready to use.
Talent Healing Light is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Stone Touch is ready to use.
Talent Suncloak is ready to use.
Talent Weapon of Light is ready to use.
Talent Rune: Biting Gale is ready to use.
Ruszimdindu activates Weapon of Light.
Talent Writ Large is ready to use.
Talent Dirge of Famine is ready to use.
Ruszimdindu activates Dirge of Famine.
Talent Second Life is ready to use.
Ruszimdindu activates Second Life.
Talent Ogric Wrath is ready to use.
Talent Self-Destruction is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Saving done.