








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.5.9Official 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 | Brawler |
| Level / Exp | 34 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 20 on the 38th Regrowth 123rd year of Ascendancy at 06:19 3 / 3Killed by Belewyn the dredge at level 32 on the 9th Mirth 123rd year of Ascendancy at 11:43 Killed by Vorikira the corrupted acidic digestor at level 33 on the 10th Flare 123rd year of Ascendancy at 14:06 |
Primary Stats
| Strength | 62 (base 38) |
| Dexterity | 76 (base 60) |
| Constitution | 46 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 66 (base 46) |
Resources
| Life | 878/878 |
| Steam | 100/100 |
| Stamina | 189/189 |
| Equilibrium | 0 |
| Healing Factor | 1.8800000000001 |
| Regeneration | 10.810000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 37.880545025042 |
| See Invisible | 37.880545025042 |
Offense: Barehand
| Damage | 111 |
| Accuracy | 60 |
| Crit Chance | 30% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +18% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +15% |
| Light | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 25 (60.377358490566%) |
| Defense | 44 |
| Ranged Defense | 46 |
| Fatigue | 0.82527881040892 |
| Physical Save | 49 |
| Spell Save | 24 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Teleport Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 20% |
| Disarm Resistance | 10% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by Eilinonne the umber hulk. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 21. | 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 |
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 bloated horror heart. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed electric eel tail. * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Islewyn the Viperream (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Phys.save +31 (+10 eff.) Mind.save +11 (+4 eff.) Blind- +25% Disarm- +10% Pinning- +25% Knockbk- +30% Teleport- +100% A pair of boots made of leather. |
| On hands | Spellhunt Remnants (4 def, 5 armour) =keep=1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +15 Crit +10.0% Atk.spd 125% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: 100% Destroy Magic 4 On Hit: * 35 arcane resource burn Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +16 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Silence- +0% ---------- misc Light +6 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Yvutta (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +7% physical Heal/summ +10 ---------- misc Hate/m.crit +4.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Glaremonster'0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 16 bleed Ranged+ 8 bleed Dmg.mod +15% acid +10% mind Res.pen +10% light Melee Ret 4 acid On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Resists +33% acid +10% mind +9% light ---------- misc Hate/m.crit +3.00 Max.hate +12.00 Light +1 Bleeding Edge: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | gold amulet 'Delablek'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +6 Con dps ---------- Mov.spd +10% Res.pen +10% blight ----- def ----- Fatigue -7% Resists +6% blight +5% arcane +12% darkness HP.reg +0.80 Blind- +15% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
| Main armor | hardened leather armour 'Wretchbraze' (8 def, 9 armour) 9.0 T3 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Wil +5 Cun dps ---------- Crit.mult +5.00% Mov.spd +20% ----- def ----- Armour +9 Hardiness +20% Defense +8 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +11% Resists +6% nature Mind.save +12 (+4 eff.) HP.reg +4.70 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
| Light source | brass lantern 'Grinylathasus'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Res.pen +15% physical ----- def ----- Resists +6% darkness +12% temporal Phys.save +7 (+2 eff.) Spell.save +9 (+4 eff.) Heal.mod +33% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Baryyon the Cloudstone (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Mind.crit +3% Dmg.mod +18% lightning Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning Spell.save -14 (-10 eff.) Mind.save +18 (+6 eff.) Stun/Frz- +50% ---------- misc Stam/turn +0.60 Mana/turn -0.27 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue +0% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
Inventory
medical injector implant (efficiency 108% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 108% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 128% / cooldown 89%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 106% / cooldown 87%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 106% efficiency and cooldown mod of 87%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 155% / cooldown 77%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 155% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 104% / cooldown 67%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 104% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 95% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 95% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 158% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 158% 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.. |
medical injector implant of the titan (efficiency 148% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 148% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 120% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 120% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 229)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 229 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 205)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 178)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (24 nature damage, 41% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.57 nature damage per turn for 7 turns, and reducing the target's healing received by 41%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (561% speed; 6 turns)0.1 T2 infusion scroll [Ego] 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 increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (789% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 789% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (531% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 318 over 5 turns)0.1 T1 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 318 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 298 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 296 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 335 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 386 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 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 ability. |
wild infusion (resist 11%; cure mental, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 18%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 17%; cure physical)0.1 T1 infusion scroll [Ego] 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 27%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 24 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 1.6 Pwr.cost 32 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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 (+7 eff.) Mind.save -7 (-2 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Glarepierce'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +1 Cun +6 Lck dps ---------- Acc +7 (+2 eff.) Melee Ret 12 mind ----- def ----- Defense +7 (+2 eff.) Resists +12% light Unseen.red 12% Heal/summ +30 ---------- misc Equi/ret +0.12 Max.hate +4.00 Amulets can have magical properties. |
copper amulet 'Korurath'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +9 Cun +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Phys.save +8 (+2 eff.) Max.HP +35.00 HP.reg +0.70 ---------- misc Psi/ret +0.16 Amulets can have magical properties. |
grounding gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +13% lightning Stun/Frz- +25% Amulets can have magical properties. |
grounding gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +10% lightning Stun/Frz- +30% Amulets can have magical properties. |
steel amulet 'Aderessra'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Dex +2 Con dps ---------- Res.pen +5% arcane ----- def ----- Resists +13% lightning Stun/Frz- +20% ---------- misc Stam/turn +0.20 Max.stam +10.00 Amulets can have magical properties. |
steel amulet 'Boragovor'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con ----- def ----- Armour +6 Resists +14% mind Phys.save +6 (+2 eff.) Max.HP +40.00 Confus- +32% ---------- misc See.Invis +6 Amulets can have magical properties. |
steel amulet 'Ce'Nyretha'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +4 Mag +4 Wil +2 Con dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -10% Amulets can have magical properties. |
steel amulet 'Mayulle'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +10 (+2 eff.) Melee Ret 16 physical ----- def ----- Resists +14% lightning +6% darkness Stun/Frz- +29% Amulets can have magical properties. |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Duvadan the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Wil dps ---------- Res.pen +10% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +29.00 Disarm- +28% Pinning- +28% Knockbk- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Ichordredge0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Con +6 Wil dps ---------- Dmg.mod +12% lightning Melee Ret 8 physical ----- def ----- Resists +24% lightning +3% nature Mind.save +20 (+7 eff.) Heal.mod +5% Confus- +33% Rings can have magical properties. |
Neraldatha the Noonoozer0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +5 Con dps ---------- Crit.mult +10.00% On Hit (Melee): * 30% chance to blind ----- def ----- Resists +12% light Phys.save +10 (+3 eff.) ---------- misc Hate/m.crit +2.00 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 32 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 21 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Prismwrither the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Fatigue -7% Resists +3% light Max.HP +26.00 Disarm- +29% Pinning- +23% Knockbk- +29% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +23 Rings can have magical properties. |
copper ring 'Lisiwyn'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Wil +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +9% acid +22% fire ---------- misc Infravis +3 Rings can have magical properties. |
gold ring 'Skyrot' =try it on dummies=0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +6 Mag +5 Wil +6 Cun dps ---------- Phys.crit +3.0% Phys.pwr +10 (+2 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +8 (+4 eff.) Acc +8 (+2 eff.) ----- def ----- Resists +9% lightning Heal.mod +5% Rings can have magical properties. |
gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 28 light Ranged+ 20 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 11% chance to blind Rings can have magical properties. |
steel ring 'Arewen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% arcane Apr +2 ----- def ----- Armour +8 Spell.save +12 (+6 eff.) Max.HP +40.00 ---------- misc Stam/turn +0.60 Max.stam +36.00 Rings can have magical properties. |
steel ring 'Gloredamina'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Cun +8 Con dps ---------- Dmg.mod +6% blight ----- def ----- Resists +7% nature +16% blight Crit.dmg- 10.00% Poison- +13% Disease- +14% Rings can have magical properties. |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Str ----- def ----- Armour +10 Mind.save +7 (+2 eff.) Confus- +23% Rings can have magical properties. |
Earidorazor1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Phys.save +9 (+3 eff.) Spell.save +39 (+18 eff.) Max.HP +30.00 HP.reg +1.40 Heal.mod +10% ---------- misc Max.mana +60.00 Size +2 A belt that goes around your waist. |
Lisemira1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% lightning +6% fire +6% cold A belt that goes around your waist. |
rough leather belt 'Gloreriawyn'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Crit.mult +3.00% Phys.pwr +2 (+0 eff.) Spell.pwr +3 (+2 eff.) Acc +2 (+1 eff.) Apr +1 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Mind.save +7 (+2 eff.) A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning Max.HP +31.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dayreeve (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +4 Wil +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +8 Fatigue +2% ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots 'Gloruda' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Wil +3 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Runasta the Blazepower (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Con +2 Mag dps ---------- Melee+ 5 nature Dmg.mod +4% nature +6% lightning ----- def ----- Armour +1 Resists +6% nature +3% lightning Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Hit.r1 +8 lightning On Crit.r2 +5 nature On Hit: 10% Poison Breath 1 On Hit: * 40% chance to daze at end of turn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sootwend the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee Ret 8 nature ----- def ----- Armour +2 Unarmed combat: Power 127% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +24 darkness On Hit: * 40% chance to inflict 15% damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+4) (0 def, 8 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +8 Unarmed combat: Power 122% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daykin (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Mag +2 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue -7% Resists +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Earutomnir the voratun helm (10 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +10 Dex +8 Cun +5 Con dps ---------- Dmg.mod +6% temporal Acc +20 (+5 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% Phys.save +5 (+1 eff.) Mind.save +11 (+4 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gloramina the Arcbutcher (6 def, 10 armour)3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) S.pwr/crit +2 Res.pen +5% lightning +10% blight ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +2% all Phys.save +7 (+2 eff.) ---------- misc Mana/turn +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gorekill (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% temporal Res.pen +15% temporal On Hit (Melee): * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hellswrecker (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Mind.save +6 (+2 eff.) ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Pitchlace' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +11% mind Res.pen +10% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Mind.save +30 (+10 eff.) ---------- misc Psi/ret +0.16 A pointy cloth hat, very wizardly... |
Belegogar the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Str +6 Dex +5 Mag +2 Wil dps ---------- S.pwr/crit +10 ----- def ----- Armour +4 Hardiness +0% Defense +6 (+2 eff.) Fatigue +7% Phys.save +7 (+2 eff.) ---------- misc Vim/s.crit +3.00 Light +3 Infravis +2 A suit of armour made of leather. |
Shimmersmash the dwarven-steel pickaxe (dig speed 21 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning Melee Ret 4 mind 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% mind Phys.save +8 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+3 eff.) Max.HP +67.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 28 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern 'Aeruwen'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Con ----- def ----- Fatigue -12% Max.HP +44.00 ---------- 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. |
piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +6% all Apr +6 ----- def ----- Max.HP +45.00 ---------- 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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
amazing frost salve [power 32] amazing frost salve [power 32]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Remove 3 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
amazing water salve [power 32] amazing water salve [power 32]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Remove 3 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
great healing salve [power 394] great healing salve [power 394]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Heal 394 Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 330] powerful healing salve [power 330]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Heal 330 Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful pain suppressor salve [power 286] powerful pain suppressor salve [power 286]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Let you fight up to -286 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 57% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Relgirim the Darkrace [power 30] (24 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str +4 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -2% ---------- misc Infravis +3 Teleport randomly (rad 30) Puts all charms on 24 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 29] (24 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 29) Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
Branihad the Deepsshine [power 2] (8 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness +15% temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
Nerath the ash totem of cure ailments [power 2] (8 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Apr +4 ----- def ----- Armour +6 Resists +2% physical ---------- misc Telepathy Demon/Minor Demon/Major Talents +3 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
Stormtickler [power 132] (16 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% lightning ---------- misc Light +3 Talents +1 Invoke Tentacle +3 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Heal a target within range 6 (based on Willpower) for 132 Puts all charms on 16 cooldown 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Loma the Cornac Brawler level 8
26th Dusk 122nd year of Ascendancy at 02:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Loma the Cornac Brawler level 24
61st Regrowth 123rd year of Ascendancy at 11:34 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Loma the Cornac Brawler level 33
6th Flare 123rd year of Ascendancy at 05:11 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Loma the Cornac Brawler level 34
1st Dusk 123rd year of Ascendancy at 19:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Loma the Cornac Brawler level 10
33rd Dusk 122nd year of Ascendancy at 04:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Loma the Cornac Brawler level 20
37th Regrowth 123rd year of Ascendancy at 04:44 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Loma the Cornac Brawler level 30
6th Mirth 123rd year of Ascendancy at 03:18 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Loma the Cornac Brawler level 18
26th Regrowth 123rd year of Ascendancy at 10:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Loma the Cornac Brawler level 20
50th Regrowth 123rd year of Ascendancy at 04:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Loma the Cornac Brawler level 8
31st Dusk 122nd year of Ascendancy at 08:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Loma the Cornac Brawler level 11
36th Dusk 122nd year of Ascendancy at 22:20 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Loma the Cornac Brawler level 24
62nd Regrowth 123rd year of Ascendancy at 06:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Loma the Cornac Brawler level 19
36th Regrowth 123rd year of Ascendancy at 11:40 see stats
Log
Talent Combination Kick is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Talent Infusion: Movement is ready to use.
Talent Flurry of Fists is ready to use.
Talent Axe Kick is ready to use.
There is an open mausoleum here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: A creased letter
You can read all your collected lore in the game menu, by pressing Escape.
Quest 'And now for a grave' status updated! (Press 'j' to see the quest log)
Ran for 2 turns (stop reason: learnt lore).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Loma deactivates Trained Reactions.
Loma deactivates Striking Stance.
Loma deactivates Exploit Weakness.












































































































