

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers 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. Items Vault 1.7.0Donators/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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 27 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 8 on the 79th Pyre 122nd year of Ascendancy at 02:56 0 / 7Killed by Isluba the large brown snake at level 10 on the 6th Dusk 122nd year of Ascendancy at 11:04 Killed by Vorywe the deformed war bear at level 15 on the 45th Dusk 122nd year of Ascendancy at 18:22 Killed by Porawe the fire drake hatchling at level 25 on the 8th Pyre 123rd year of Ascendancy at 22:02 Killed by Cyrewyn the venom drake hatchling at level 26 on the 10th Pyre 123rd year of Ascendancy at 19:34 Killed by Mayaba the snow giant chieftain at level 27 on the 12nd Pyre 123rd year of Ascendancy at 02:29 Killed by Yvidhenne the giant spider at level 27 on the 12nd Pyre 123rd year of Ascendancy at 04:19 |
Primary Stats
| Strength | 64 (base 54) |
| Dexterity | 14 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 66 (base 49) |
Resources
| Life | -610/726 |
| Steam | 98/100 |
| Healing Factor | 1.3728408944572 |
| Regeneration | 14.548647387923 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +6% |
| Cold | +3% |
| Blight | +3% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 6 |
| Physical Save | 38 |
| Spell Save | 19 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 17%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 65%( 70%) |
| Mind | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Disarm Resistance | 0% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| 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 64 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 Constitution stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the repented thief from death by Salabremira the warg. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Aerakira the midge swarm. Escort: repented thief (level 3 of Old Forest) | failed |
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 Foresight (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Burnspike (10 def, 1 armour) 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +6% fire Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | Xanuwe the Lightningspawn2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Dex +1 Mag dps ---------- Dmg.mod +3% lightning +3% physical ----- def ----- Phys.save +6 (+2 eff.) Die.at -20.00 life Heal.mod +11% ---------- 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. |
| On head | cashmere wizard hat 'Bethunne' (27 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +27 (+8 eff.) Resists +9% temporal Mind.save +3 (+2 eff.) Die.at -80.00 life Max.HP +20.00 Stun/Frz- +10% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A pointy cloth hat, very wizardly... |
| On hands | Breniduchik (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 lightning 10 cold Dmg.mod +4% lightning +3% cold On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +5% cold +9% temporal +3% fire HP.reg +3.00 ---------- misc Stam/turn +1.10 Max.stam +12.00 Talents +2 Project Saw Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 lightning +9 ice On Hit: 10% Ice Breath 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tundraglamour [power 230] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight Melee Ret 8 blight ----- def ----- Resists +3% cold Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 237 physical damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Isotha0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +2 Wil +5 Con ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Silence- +20% Stun/Frz- +22% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
| On fingers | solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
| In main hand | Shinegrind (28-42 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit: * splashes acid on your target dealing 32 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) Dmg.mod +6% light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Equi/ret +0.16 Max.psi +20.00 Talents +2 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! |
| Around waist | Arcwedge the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% lightning ----- def ----- Armour +2 Defense +20 (+6 eff.) Resists +6% mind Phys.save +6 (+2 eff.) Max.HP +60.00 A belt that goes around your waist. |
| In off hand | Zubiba (26-39 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 26.0 - 39.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit: * splashes acid on your target dealing 32 damage and reducing their armor Uses 1.0 Steam When used to Attack: On Crit.r2 +18 light +13 fire While equipped: Stats +2 Dex +3 Wil +2 Con dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +16% lightning +6% fire +11% mind +7% light ---------- misc Talents +2 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! |
| Cloak | Samirahell the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +9% temporal +6% fire +5% arcane +3% mind Phys.save +9 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -90.00 life Cut- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Tyrekath' (11 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Defense +11 (+4 eff.) Fatigue +7% Resists +16% lightning +15% fire +6% acid Die.at -60.00 life Max.HP +32.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 128% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 47; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 180; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 419; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 70; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 70.04 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 73; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 73 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 49; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 49 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3) =3 dex=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
titan's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Poraseda0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex +7 Cun +7 Con dps ---------- Acc +18 (+6 eff.) Apr +7 ----- def ----- Defense +10 (+3 eff.) Mind.save +9 (+4 eff.) Confus- +35% ---------- misc Light +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
magelord's yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [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 ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +16 (+12 eff.) Melee+ 22 arcane Dmg.mod +20% fire ---------- misc Max.mana +67.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of might (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [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 +10% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel greatsword of erosion (33-53 power, 2 apr) =5 con=3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
steel mace (11-15 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
caustic dwarven-steel mace (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +5 acid +11 nature While equipped: dps ---------- Res.pen +5% acid +8% nature Apr +8 Blunt and deadly. |
truestriking steel dagger of crippling (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +6% physical Acc +6 (+2 eff.) Apr +7 Sharp, short and deadly. |
voratun dagger 'Tempestoozer' (48-62 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 48.0 - 62.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +13 fire On Crit.r2 +8 lightning On Hit: 20% Curse of Vulnerability 5 While equipped: dps ---------- Dmg.mod +12% lightning +6% blight Res.pen +5% blight ---------- misc Max.vim +30.00 Sharp, short and deadly. |
hungering vined mindstar of disruption (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 4.0 - 4.4 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% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 72.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aruba4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +13 acid +16 nature While equipped: dps ---------- Res.pen +12% acid +9% nature Apr +9 ----- def ----- Armour +6 Resists +6% light Mind.save +6 (+3 eff.) Disarm- +20% Stun/Frz- +20% Teleport- +20% Slings are used to hurl stones or metal shots at your foes. |
Brandrot4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +7.0% Spell.pwr +5 (+5 eff.) Res.pen +10% arcane Acc +7 (+3 eff.) Melee Ret 6 fire ----- def ----- Resists +3% physical Crit.dmg- 15.00% Stun/Frz- +20% ---------- misc Vim/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
Goreldil the iron shield (0 def, 2 armour, 7-8 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +16 acid +14 physical +8 mind While equipped: Stats +2 Wil ----- def ----- Armour +2 Fatigue +8% Resists +9% acid +11% physical +6% blight Shield.near.proj +19 Proj.slow +13% ---------- misc Max.hate +10.00 Talents +1 Block Handheld deflection devices. |
wrathful stralite shield of the stars (0 def, 8 armour, 48-58 power, 141.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 Melee+ +13 light +15 darkness On Crit.r2 +24 light +25 fire While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +10% light +14% darkness On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +13% fire +16% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of nature (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +21% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of frost (+28%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Dmg.mod +19% cold ----- def ----- Resists +13% all +28% cold Mind.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble hardened leather armour (13 def, 6 armour) =4 dex=9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
Salynor the Windvalor (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% fire Mind.save +13 (+6 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +20% Confus- +20% A suit of armour made of mail. |
searing dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 13 fire Melee Ret 12 acid 9 fire ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +7% Resists +18% acid +15% fire Phys.save +5 (+2 eff.) A suit of armour made of mail. |
enlightening steel plate armour of command (8 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +22% Mind.save +24 (+9 eff.) A suit of armour made of metal plates. |
Mardebers the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +9 Con dps ---------- Dmg.mod +5% physical Res.pen +14% physical Melee Ret 4 acid ----- def ----- Armour +4 Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Starusher (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +21% light Res.pen +6% physical +10% mind +15% cold ----- def ----- Armour +1 Resists +9% cold ---------- misc Light +2 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour) =4 dex=3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (65 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (111 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Ragaromidar the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% physical Acc +6 (+2 eff.) Apr +4 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% mind Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Snowvile (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 8 cold ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+4 eff.) Max.HP +53.00 ---------- misc Equi/ret +0.20 Psi/ret +0.08 Max.psi +30.00 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Quenchripper' (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +9 Fatigue +3% Resists +9% lightning +9% temporal +12% darkness +9% cold Cut- +20% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
iron helm 'Olodrayon' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% acid Res.pen +10% acid Melee Ret 8 physical 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Die.at -80.00 life ---------- misc Stam/ret +1.10 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Rainwinnow' (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Lck dps ---------- Phys.crit +3.0% Spell.crit +2% Mind.crit +2% Res.pen +15% mind +10% cold ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Die.at -40.00 life Poison- +10% Disarm- +10% Pinning- +10% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
363 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Duvidan the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: Stats +2 Dex +5 Cun +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% mind +3% all Spell.save +6 (+3 eff.) ---------- misc 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 132] simple healing salve [power 132]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 132 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe 'Zuroddantir' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% mind ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
Deepsblur [power 185] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% darkness +6% light +20% nature +5% arcane Max.HP +60.00 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 191 physical damage Puts all charms on 15 cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 237 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bearach the elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +6% mind +3% acid Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 6 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of thorny skin [power 24] (25 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 24 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
extending ash totem of stinging [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Rainwild [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +20% cold ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By SawTwo the Cornac Sawbutcher level 21
55th Haze 122nd year of Ascendancy at 23:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SawTwo the Cornac Sawbutcher level 21
56th Haze 122nd year of Ascendancy at 08:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By SawTwo the Cornac Sawbutcher level 25
8th Pyre 123rd year of Ascendancy at 20:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SawTwo the Cornac Sawbutcher level 10
6th Dusk 122nd year of Ascendancy at 10:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SawTwo the Cornac Sawbutcher level 20
45th Haze 122nd year of Ascendancy at 12:11 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By SawTwo the Cornac Sawbutcher level 18
32nd Haze 122nd year of Ascendancy at 20:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SawTwo the Cornac Sawbutcher level 17
57th Dusk 122nd year of Ascendancy at 13:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SawTwo the Cornac Sawbutcher level 9
1st Dusk 122nd year of Ascendancy at 09:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SawTwo the Cornac Sawbutcher level 9
7th Mirth 122nd year of Ascendancy at 12:55 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By SawTwo the Cornac Sawbutcher level 24
6th Allure 123rd year of Ascendancy at 13:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SawTwo the Cornac Sawbutcher level 22
56th Haze 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SawTwo the Cornac Sawbutcher level 15
45th Dusk 122nd year of Ascendancy at 18:58 see stats
Log
SawTwo is pinned to the ground.
You are unable to move!
You are unable to move!
You are unable to move!
Rune: Shatter Afflictions is still on cooldown for 6 turns.
You are unable to move!
Something misses SawTwo.
Numbing Poison from Yvidhenne the giant spider hits SawTwo for 32 nature damage.
Something hits SawTwo for 83 lightning damage.
SawTwo's tinker attains critical power!
SawTwo misses Something.
SawTwo hits Something for 47 physical, 3 lightning, 4 physical, 3 cold, 42 acid (100 total damage).
Something misses SawTwo.
Something misses SawTwo.
SawTwo deflects the projectile from Something to the northwest!
Numbing Poison from Yvidhenne the giant spider hits SawTwo for 24 nature damage.
Something performs a melee critical strike against SawTwo!
SawTwo is stunned!
Something hits SawTwo for 190 physical damage.
You are unable to move!
SawTwo misses Something.
SawTwo misses Something.
Something performs a melee critical strike against SawTwo!
Something misses SawTwo.
Something hits SawTwo for 104 physical damage.
Something hits SawTwo for 123 physical damage.
SawTwo the level 27 cornac sawbutcher was shattered to death by Yvidhenne the giant spider on level 2 of Daikara.














































































































