











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Player AIoo 1.7.3This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Custom Difficulty 1.7.0Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 44 / 21% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 74 (base 31) |
| Dexterity | 84 (base 60) |
| Constitution | 97 (base 60) |
| Magic | 22 (base 22) |
| Willpower | 103 (base 60) |
| Cunning | 114 (base 60) |
Resources
| Life | 51978/51978 |
| Psi | 50584/50592 |
| Healing Factor | 1.4887960030036 |
| Regeneration | 79.306353408302 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +413.02527591531% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 25 |
| See Stealth | 173.49758615722 |
| See Invisible | 173.49758615722 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 108 |
| Crit Chance | 48% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 108 |
| Crit Chance | 48% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Fire | +11% |
| Darkness | +24% |
| Cold | +39% |
| Physical | +30% |
| Mind | +334% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +10% |
| Cold | +25% |
| Fire | +20% |
| Physical | +18% |
| Mind | +108% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 79 (100%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 119 |
| Spell Save | 119 |
| Mental Save | 119 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +107%( 70%) |
| Physical | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 871% 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. |
Class Talents
| Psionic / Psychic Assault | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 24.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Nightmare | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Mentalism | 11.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Night Terror |
| beneficial effect | +24% cold damage. Resonance |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 636 HP on the iceblock remaining. Frozen |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+92% global speed). Clarity |
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 |
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed bloated horror heart. * You've found the needed multi-hued wyrm scale. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+0 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Dawnreeve (15/15, 125% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +13.5% Capacity 15 Proj.spd +200% Ranged+ +17 physical +30 light On Hit.r1 +30 light On Crit.r2 +12 mind +20 light On Hit: * 30% chance to reduce all saves and defense by 47 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 211 physical damage * 20% chance to knock the target back 3 spaces and deal 326 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Shimmerslice the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% nature +10% lightning On Hit (Melee): * 10% chance to slow global speed by 76% ----- def ----- Resists +3% lightning +6% mind Max.HP +43.00 ---------- 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. |
| On head | Airkill (12 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +19 Dex +18 Cun +9 Con dps ---------- Dmg.mod +3% lightning +6% cold +6% mind Res.pen +5% lightning +25% cold Acc +11 (+2 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+1 eff.) Fatigue +5% Resists +9% acid +7% arcane +3% mind +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Arthyharalar the voratun gauntlets (15 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.crit +9.0% Spell.crit +14% Mind.crit +12% Crit.mult +10.00% Phys.pwr +12 (+3 eff.) Melee+ 15 lightning Dmg.mod +7% lightning +3% mind Res.pen +5% mind ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +5% Resists +9% lightning +6% acid Mind.save +18 (+3 eff.) Poison- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 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 4 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. |
| On fingers | solipsist's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% acid +18% fire +22% lightning +24% cold Rings make your fingers look great! |
| On fingers | Blackwrecker0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +5 Dex +4 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% darkness Res.pen +10% light Acc +14 (+3 eff.) Apr +8 Melee Ret 8 darkness ----- def ----- Defense +7 (+0 eff.) Disengage: Puts all charms on 2 cooldown Level 2.0 Pwr.cost 2 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 143% 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! |
| Around neck | Olarin the Wildprophet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil +6 Cun +7 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +20% nature ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
| In main hand | living mindstar 'Duathelrebel' (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +6% Melee+ 20 fire Dmg.mod +11% fire +10% mind +15% darkness Res.pen +13% mind +20% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +14% mind +13% fire +6% light +3% darkness Dmg.Resnn +24% ---------- misc Psi/ret +2.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Quenchpython'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +3 Wil +6 Cun +6 Con +10 Lck dps ---------- Mind.crit +4% Phys.pwr +15 (+3 eff.) Dmg.mod +6% mind +9% cold Res.pen +25% mind Melee Ret 6 cold ----- def ----- Resists +15% lightning +14% temporal Phys.save +14 (+0 eff.) Stealth +15 ---------- misc T.Disarm +30 Hate/m.crit +7.43 Infravis +6 Size +1 A belt that goes around your waist. |
| In off hand | Ce'Nulle the Magmalace (111% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 acid On Hit.r1 +8 acid +23 fire While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% physical Res.pen +8% physical Melee Ret 6 light ----- def ----- Resists +10% physical Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +20 (+3 eff.) ---------- misc Equi/ret +2.40 Max.psi +46.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | elven-silk cloak 'Nimbushunger' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +7% Melee Ret 4 lightning ----- def ----- Defense +3 (+0 eff.) Resists +20% acid +3% darkness +3% light +6% nature +8% cold +9% fire +5% arcane +10% lightning Max.HP +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+1 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 90.83 to 113.53 physical damage (based on Willpower and Cunning) with knockback. Uses 2 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the psychic (speed 728%; cd 11)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 728% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 503; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 503 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (562.00 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 562.00 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 spell talent. |
3 schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 6 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (110). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Lisinne the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun ----- def ----- Defense +46 (+28 eff.) Resists +17% mind +21% fire Mind.save +20 (+3 eff.) Heal.mod +23% Disease- +23% Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
voratun ring 'Boltraze'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +14 Con dps ---------- Dmg.mod +18% acid Res.pen +37% lightning +15% physical Apr +6 On Hit (Melee): * 30% chance to slow global speed by 76% ----- def ----- Defense +30 (+19 eff.) Resists +36% acid +4% physical +21% temporal +24% nature +7% arcane Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Spell.save +4 (+0 eff.) Rings make your fingers look great! |
elemental voratun battleaxe (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +42% lightning Res.pen +41% lightning Massive two-handed battleaxes. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+0 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
arcing steel greatsword of ruin (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Phys.crit +13.0% Crit.mult +26.00% Apr +13 Massive two-handed swords. |
Wintertide (148% power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 90.69 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 5 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Blazelord (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +23 light On Hit.r1 +12 mind While equipped: dps ---------- Mind.crit +3% Phys.pwr +25 (+5 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Defense +34 (+22 eff.) Resists +12% mind Mind.save +7 (+1 eff.) ---------- misc Psi/ret +0.24 Hate/m.crit +5.68 Max.stam +30.00 Max.psi +34.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Shockquick the vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 lightning While equipped: Stats +7 Cun dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee Ret 8 lightning ----- def ----- Crit.chn- 10.00% Max.HP +22.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying mossy mindstar of life (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Max.HP +11.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Starschism' (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 30% chance to reduce armor by 15% While equipped: Stats +7 Cun dps ---------- Mind.crit +18% Mind.pwr +16 (+3 eff.) Dmg.mod +22% mind ----- def ----- Defense +35 (+22 eff.) Resists +27% blight +30% cold Phys.save +15 (+0 eff.) ---------- misc Psi/m.crit +5.00 Light +4 Infravis +4 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of frost (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 19 cold Dmg.mod +20% cold Res.pen +16% cold ----- def ----- Armour +20 Resists +20% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+0 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 2 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
runic reinforced leather sling of acid4.0 T4 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +14 acid On Hit: 10% Arcane Vortex 4 While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +13% arcane +20% acid Slings are used to hurl stones or metal shots at your foes. |
imbued elm vilestaff of might (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Suncloak 2 Staves designed for wielders of magic, by the greats of the art. |
Layoralle the voratun steamsaw (65% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Rare] Arcane/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Melee+ +28 temporal +28 mind On Crit.r2 +12 mind On Hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce all saves and defense by 47 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Mag dps ---------- Spell.crit +5% S.pwr/crit +14 Dmg.mod +12% arcane +45% blight On shield block: * Deals 15 light and fire damage to each enemy blocked Melee Ret 12 mind On Hit (Melee): * 30% chance to reduce armor by 15% ----- def ----- Armour +6 Defense +10 (+0 eff.) Fatigue +12% Resists +15% light +10% fire ---------- misc Talents +3 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! |
Veleyaldawe the Rainbolt (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 24 arcane resource burn * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +1 Wil dps ---------- Res.pen +20% mind +13% physical Acc +25 (+4 eff.) Apr +11 On Hit (Melee): * 30 arcane resource burn ----- def ----- Resists +6% lightning +12% darkness +3% blight +3% cold +3% fire ---------- misc Max.hate +2.00 One-handed war axes. |
Bregagen the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +2 Mag +8 Wil +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +7% acid +7% cold +7% fire +5% arcane +7% lightning Phys.save +13 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +16 (+3 eff.) ---------- misc Mana/turn +0.12 A belt that goes around your waist. |
Dourpall the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +9% blight On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +15% darkness +7% physical Teleport- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.36 Max.mana +44.00 A belt that goes around your waist. |
cleansing rough leather belt of life1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +5% acid +6% blight HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Runochik the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +5 Str +8 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -7% Resists +21% nature +15% fire Mind.save +24 (+4 eff.) Stun/Frz- +30% ---------- misc Hate/m.crit +6.00 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Stokewreath' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% ----- def ----- Defense +1 (+0 eff.) Resists +12% fire Mind.save +6 (+1 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +25% light +24% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nedokath (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue -5% Resists +6% blight +3% cold +5% arcane +15% acid Crit.chn- 10.00% Phys.save +7 (+0 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Glorira the Brandshine (0 def, 23 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +14 Str +5 Dex +15 Con dps ---------- Crit.mult +20.00% Mind.pwr +25 (+5 eff.) Dmg.mod +15% fire Res.pen +35% mind Melee Ret 8 mind ----- def ----- Armour +23 Hardiness +15% Fatigue +5% Resists +15% fire +10% physical Mind.save +21 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Chillsever' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +1 Dex +2 Mag +3 Con dps ---------- Res.pen +15% cold Acc +7 (+1 eff.) Melee Ret 8 mind ----- def ----- Armour +2 Phys.save +7 (+0 eff.) Mind.save +7 (+1 eff.) Disarm- +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrotta the Blastdare (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Phys.crit +4.0% Dmg.mod +39% physical Res.pen +35% physical Apr +4 ----- def ----- Defense +3 (+0 eff.) Resists +18% lightning +11% physical ---------- misc Light +4 Infravis +9 See.Stealth +25 See.Invis +25 Circle of Warding: (Instant) Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10% and attempts to push all creatures other than yourself out of its radius, inflicting 2.01 light damage and 2.49 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Naturevein (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +18 Cun +6 Con dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +12% acid +12% nature +21% mind Res.pen +20% acid ----- def ----- Armour +3 Fatigue +3% Resists +9% acid Mind.save +21 (+3 eff.) A cap made of leather. |
Samantir the Nimbusoath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +34 (+7 eff.) Dmg.mod +15% lightning +21% darkness +34% mind Res.pen +20% mind ----- def ----- Armour +4 Fatigue +4% Resists +23% lightning +10% temporal ---------- misc Hate/m.crit +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunbringer (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% light +3% mind Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% light +5% nature +6% mind A hat made of leather. Very stylish. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Sunwinnow (17 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +11 Str +5 Dex +5 Cun dps ---------- Dmg.mod +45% light +18% mind Res.pen +37% lightning ----- def ----- Armour +15 Defense +17 (+6 eff.) Fatigue +12% Resists +15% light Crit.chn- 22.40% Mind.save +22 (+4 eff.) ---------- misc Infravis +4 See.Invis +15 A suit of armour made of mail. |
hardened dwarven-steel mail armour (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +3 (+0 eff.) Fatigue +12% Resists +10% acid +10% physical +10% cold +10% lightning +10% fire A suit of armour made of mail. |
searing voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 19 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +28% acid +30% fire +10% physical Phys.save +24 (+0 eff.) A suit of armour made of mail. |
voratun mail armour 'Floeslice' (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +15 Mag +4 Wil +5 Con dps ---------- Dmg.mod +15% cold ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +22% temporal +9% physical Phys.save +20 (+0 eff.) ---------- misc Infravis +4 See.Invis +15 A suit of armour made of mail. |
Dourwolf (6 def, 4 armour)9.0 T2 light armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +7% Resists +12% blight +9% mind +12% nature +3% darkness A suit of armour made of leather. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 2 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 40.84 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
ancient mummy wrappings of light (+39%) (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +17 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +25% physical +26% light +25% temporal +15% cold +15% arcane +15% darkness Res.pen +13% temporal +12% physical ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +39% light -25% fire Anom.red +13 Decaying mummy wrappings. |
focusing mummy wrappings of power (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane/Psionic While equipped: Stats +7 Wil +16 Mag dps ---------- Spell.pwr +31 (+8 eff.) Dmg.mod +15% darkness +15% cold +15% arcane +17% all ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire ---------- misc Mana/turn +0.34 Psi/turn +0.31 Decaying mummy wrappings. |
mindwoven mummy wrappings of power (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Mind.crit +5% Spell.pwr +28 (+7 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +15% darkness +15% cold +15% arcane +17% all ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Mind.save +27 (+4 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
sunsealed mummy wrappings (12 def, 9 armour)6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +17 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +22% light ----- def ----- Armour +9 Defense +12 (+1 eff.) Fatigue +2% Resists -25% fire +9% light +11% darkness Max.HP +57.00 ---------- misc Light +4 Decaying mummy wrappings. |
warded voratun shield of resistance (0 def, 10 armour, 209.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +12% acid +13% fire +11% lightning +12% cold ---------- misc Wards +8 lightning +7 temporal +8 darkness +8 fire +5 nature +8 blight +8 cold +6 arcane +8 light Talents +1 Ward +1 Block Handheld deflection devices. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 3 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (13/13)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 29 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. |
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. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Yalvalaik the Cornac Adventurer level 35
32nd Dusk 122nd year of Ascendancy at 06:33 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Yalvalaik the Cornac Adventurer level 29
19th Dusk 122nd year of Ascendancy at 03:23 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Yalvalaik the Cornac Adventurer level 39
55th Dusk 122nd year of Ascendancy at 03:58 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yalvalaik the Cornac Adventurer level 24
9th Flare 122nd year of Ascendancy at 19:06 see stats
Is that how it feels to be an escort quest?! (Madness (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Yalvalaik the Cornac Adventurer level 33
20th Dusk 122nd year of Ascendancy at 23:39 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Yalvalaik the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 17:05 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Yalvalaik the Cornac Adventurer level 20
7th Flare 122nd year of Ascendancy at 17:26 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Yalvalaik the Cornac Adventurer level 30
19th Dusk 122nd year of Ascendancy at 08:08 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Yalvalaik the Cornac Adventurer level 40
55th Dusk 122nd year of Ascendancy at 18:04 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Yalvalaik the Cornac Adventurer level 31
20th Dusk 122nd year of Ascendancy at 06:26 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yalvalaik the Cornac Adventurer level 34
32nd Dusk 122nd year of Ascendancy at 01:59 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Yalvalaik the Cornac Adventurer level 31
19th Dusk 122nd year of Ascendancy at 23:46 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Yalvalaik the Cornac Adventurer level 18
7th Flare 122nd year of Ascendancy at 07:32 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Yalvalaik the Cornac Adventurer level 17
7th Flare 122nd year of Ascendancy at 01:37 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Yalvalaik the Cornac Adventurer level 26
18th Dusk 122nd year of Ascendancy at 15:37 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Yalvalaik the Cornac Adventurer level 34
28th Dusk 122nd year of Ascendancy at 05:11 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Yalvalaik the Cornac Adventurer level 19
7th Flare 122nd year of Ascendancy at 12:35 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Yalvalaik the Cornac Adventurer level 24
9th Flare 122nd year of Ascendancy at 16:29 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Yalvalaik the Cornac Adventurer level 12
3rd Flare 122nd year of Ascendancy at 23:24 see stats
Log
Yalvalaik picks up ( .): focusing mummy wrappings of power (5 def, 2 armour).
Yalvalaik picks up ( .): linen wizard hat (1 def, 0 armour).
Yalvalaik picks up ( .): searing voratun mail armour of stability (5 def, 10 armour).
Yalvalaik picks up ( .): warded voratun shield of resistance (0 def, 10 armour, 209.5 block).
Yalvalaik picks up ( .): Wintertide (148% power, 10 apr).
Lore found: Masochism
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Hare-Skin Sling
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Borosk's Hate
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Wintertide
You can read all your collected lore in the game menu, by pressing Escape.
Talent Inner Demons is ready to use.
Ran for 2 turns (stop reason: dialog is displayed).
AI stopped: more than 5 Dialogs are displayed
PAI_STATE_REST
Resting starts...
Rested for 0 turns (stop reason: dialog is displayed).
Yalvalaik's mind surges with critical power!
Yalvalaik is encased in ice!
Yalvalaik converts some damage to Psi!
Yalvalaik mentally dismisses some damage!
Greater Mummy Lord's ice storm area effect hits Terror for 236 cold damage.
Greater Mummy Lord's ice storm area effect hits Yalvalaik for (49 dismissed), 9 to psi, 1 cold (9 total damage).
Yalvalaik deactivates Night Terror.
Yalvalaik activates Night Terror.










































































































