










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Convenient Digging 1.5.5 ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Alternative Combat Sounds 1.5.5Replaces a few combat and talent sounds that I felt didn't fit (for various reasons) from the base game Currently replaced sounds: Note: As this does include a sound file for Steamguns, it's made with the EoR DLC in mind. However, I'm fairly certain it should work without the DLC. Also Note: This is my first addon and I'm not particularly experienced with lua, so there are a few things I couldn't do (yet!). I included a "sling_miss" version of the sling sound, but I've yet to find a way to get the game to use it (without overwriting the entire data for slings, which would be bad). So for now, the sound file is there, but the game will make the same sound whether you hit with a sling or miss (the default sling sound does the same thing). Any advice on how to tweak that one line of code (sound_miss = "actions/sling") without using an overload would be greatly appreciated! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Paradox Mage |
| Level / Exp | 32 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by void horror at level 32 on the 34th Revenge 124th year of Ascendancy at 09:45 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 16 (base 12) |
| Magic | 59 (base 60) |
| Willpower | 49 (base 43) |
| Cunning | 44 (base 30) |
Resources
| Life | -1/681 |
| Mana | 379/481 |
| Paradox | 516 |
| Steam | 100/100 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 0.26209677419355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +18% |
| Darkness | +39% |
| Light | +43% |
| Temporal | +24% |
| Fire | +49% |
| Arcane | +12% |
| Mind | +15% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +27% |
| Nature | +12% |
| Acid | +17% |
| Arcane | +22% |
| Mind | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 25.883900960669 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 55 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 36%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 46%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 54% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 84% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 227 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% 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 Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Matter Weaving |
| talent | Contingency |
| talent | Reality Smearing |
| talent | Disintegration |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
| detrimental effect | Damage received in the past is returned as 40.21 paradox damage per turn. Reality Smearing |
| beneficial effect | The target is out of phase with reality, increasing defense by 20, resist all by 20%, and reducing the duration of detrimental timed effects by 20%. Out of Phase |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| beneficial effect | Chronomancy spells cast by the target will not produce minor anomalies. Static History |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Islydhebeth the Radianceripper (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +12% light Res.pen +20% darkness Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +3% light Phys.save +11 (+5 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
| Light source | Harugoruimas the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +8 (+4 eff.) Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +6% acid +3% cold +6% nature +20% darkness ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Aeristir' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +6 Cun ----- def ----- Armour +3 Fatigue +3% Resists +3% light +12% fire Mind.save +9 (+3 eff.) Cut- +20% Disarm- +20% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| Tool | Drilasta the elven-wood wand of clairvoyance [power 12] (4/6 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +15% arcane +10% acid ----- def ----- Resists +5% arcane ---------- misc Wards +2 lightning +4 temporal +2 blight +2 fire +4 cold Talents +1 Ward +3 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 12, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +15 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 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 can have magical properties. |
| On fingers | savior's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
| Around waist | Bregubar the Helldream1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% fire +15% temporal Melee Ret 12 fire On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -7% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +41 A belt that goes around your waist. |
| In main hand | Starcaller (129% power, 4 apr, physical element)5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
| On hands | Blastbender (0 def, 2 armour) 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+5 eff.) Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Resists +15% acid ---------- misc Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +9% all ----- def ----- Resists +14% mind +13% darkness Phys.save +12 (+5 eff.) Spell.save +11 (+3 eff.) Mind.save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Phlegmclamor the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +3% light +37% lightning +6% blight +7% cold +5% arcane +7% fire Spell.save +42 (+11 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
medical injector implant of the sneak (efficiency 116% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 87%. 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 psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 84)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 84 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 238 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 238 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. Press to compare to your current inscriptions |
heroism infusion of the wizard (+13 for 9 turns, die at -635)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -635 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (94 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 93.87 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (211 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 211.28 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 149 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 149 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [can be learnt] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +1 Thunder Grenade Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 61.59 physical damage in radius 1. Creatures hit will also be stunned for 1 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
ash starstaff of might (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Islolle' (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +12% arcane Res.pen +10% blight ----- def ----- Resists +9% darkness Spell.save +30 (+8 eff.) Mind.save +18 (+6 eff.) Disease- +10% Knockbk- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Boltblast (130% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 131% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +5.5% Atk.spd 100% Phasing +20% Melee+ +8 lightning While equipped: Stats +3 Dex dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +13 (+5 eff.) Dmg.mod +26% fire Melee Ret 8 lightning ---------- misc Stam/turn +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nerolemina (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +9 Wil dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +20% physical ----- def ----- Heal/summ +30 ---------- misc Psi/ret +0.24 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tulakalthogorn the yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +50% Melee+ +8 mind While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Dmg.mod +12% blight +20% fire Res.pen +10% fire ----- def ----- Resists +6% mind ---------- misc Mana/turn +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Chutir' (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Armour +6 Resists +12% acid +3% physical +6% darkness +18% lightning Confus- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of the mystic (140% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +14 (+5 eff.) Massive two-handed battleaxes. |
stralite battleaxe 'Glimmervortex' (152% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Disrupt/Master/Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Against +23% Unnatural On Hit.r1 +4 light On Crit.r2 +4 light On Hit: * 40% chance to blind * 25% chance to put talents on cooldown * disrupts spell-casting While equipped: dps ---------- Res.pen +15% acid Acc +13 (+5 eff.) Melee Ret 4 acid ----- def ----- Defense +14 (+5 eff.) Disarm- +46% Massive two-handed battleaxes. |
Zeranarilach (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 136% Range: 1.5x Uses 120% Str Dmg Acid Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Phasing +20% Melee+ +24 insidious poison On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Heal.mod +10% Massive two-handed mauls. |
steel greatmaul 'Baromikath' (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +17 cold While equipped: dps ---------- Crit.mult +25.00% S.pwr/crit +8 Dmg.mod +3% blight Res.pen +10% arcane ---------- misc Mana/turn +0.04 Massive two-handed mauls. |
thought-forged steel greatmaul (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Psionic Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 mind On Hit: * 19% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
dwarven-steel greatsword of paradox (147% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Melee Ret 12 temporal ----- def ----- Resists +12% temporal Massive two-handed swords. |
deep-steel trident (133% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Normal] Power 134% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel longsword of erosion (122% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 nature +10 temporal Sharp, long, and deadly. |
insidious iron dagger of erosion (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 97% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +11 insidious poison +4 temporal +6 nature Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger of erosion (112% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Power 112% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +8 temporal Sharp, short and deadly. |
thorny mindstar (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 93% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) 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. |
icy quiver of yew arrows of vileness (21/21, 138% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +15 blight +11 cold On Hit: * 12% chance to disease Arrows are used with bows to pierce your foes to death. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
spellwoven woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Shadowpython' (2 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +18% darkness +15% blight Res.pen +15% blight +15% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +14% darkness +7% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Fulilathagorn (3 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Dex +6 Cun dps ---------- Res.pen +10% acid ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Max.HP +60.00 HP.reg +2.20 Heal.mod +15% ---------- misc Light +2 See.Invis +24 A suit of armour made of leather. |
Zanileg the hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +15% blight Res.pen +15% blight +15% arcane +25% acid ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Max.HP +35.00 A suit of armour made of leather. |
reinforced leather armour of Eyal (4 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Max.HP +48.00 HP.reg +1.60 Heal.mod +14% A suit of armour made of leather. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +7% mind Mind.save +12 (+4 eff.) A suit of armour made of mail. |
steel plate armour 'Weepwither' (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% nature Melee Ret 20 arcane ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +18% nature +21% temporal A suit of armour made of metal plates. |
Cloudwilder the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Resists +12% cold +12% light +5% arcane A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +2 Mag ----- def ----- Defense +7 (+3 eff.) Resists +0% lightning Phys.save +5 (+3 eff.) 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. |
linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Max.HP +41.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isetha (2 def, 6 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +12% cold +6% darkness +3% physical Crit.dmg- 15.00% Mind.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
Belykira the pair of hardened leather boots (9 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +12.00% Res.pen +10% physical ----- def ----- Armour +9 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +9% lightning +10% temporal Spell.save +6 (+2 eff.) Poison- +15% Cut- +10% A pair of boots made of leather. |
pair of dwarven-steel boots 'Eilinigatha' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +36 (+13 eff.) ---------- misc Stam/turn +0.70 Max.stam +15.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Lavaradiance' (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Melee+ 10 cold Dmg.mod +12% mind +6% cold Res.pen +10% mind ----- def ----- Armour +2 Resists +7% cold Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +3.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Melee+ 5 mind Dmg.mod +5% arcane +5% mind ----- def ----- Armour +2 Resists +7% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy Armour Training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 43 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str +0 Cun ----- def ----- Armour +1 Fatigue +1% Mind.save +0 (+0 eff.) A cap made of leather. |
Morningcast (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% physical Acc +4 (+2 eff.) ----- def ----- Armour +7 Fatigue +3% Resists +9% lightning +8% temporal Phys.save +12 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy Armour Training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 55.52 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
28 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
35 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
28 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 162.58 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 162.58 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Layikira the Balancetooth (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun dps ---------- Res.pen +25% nature Melee Ret 20 nature ----- def ----- Crit.dmg- 15.00% Max.HP +26.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Cyrunne the steel torque of kinetic psionic shield [power 55] (4/20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% blight Phasing +40% ----- def ----- Spell.save +30 (+8 eff.) ---------- misc Mana/s.crit +3.00 Max.vim +40.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 27] (4/30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Ragudar' [power 201] (4/6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +14 Crit.dmg- 15.00% Disarm- +30% Stun/Frz- +30% ---------- misc Talents +1 Telekinetic Blast Fire a blast of psionic energies in a range 8 beam dealing 109.55 to 219.09 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
ash wand of clairvoyance [power 10] (4/6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Duvolatar the Orc Paradox Mage level 14
27th Retaking 124th year of Ascendancy at 03:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Duvolatar the Orc Paradox Mage level 30
8th Revenge 124th year of Ascendancy at 19:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Duvolatar the Orc Paradox Mage level 10
16th Retaking 124th year of Ascendancy at 09:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Duvolatar the Orc Paradox Mage level 20
44th Retaking 124th year of Ascendancy at 02:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Duvolatar the Orc Paradox Mage level 30
7th Revenge 124th year of Ascendancy at 21:19 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Duvolatar the Orc Paradox Mage level 23
48th Retaking 124th year of Ascendancy at 16:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Duvolatar the Orc Paradox Mage level 29
4th Revenge 124th year of Ascendancy at 22:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Duvolatar the Orc Paradox Mage level 17
37th Retaking 124th year of Ascendancy at 03:23 see stats
Log
Void shard has regained stability.
Void shard is unstable.
Void shard has regained stability.
Void shard is unstable.
Void shard has regained stability.
Void shard is unstable.
Void shard has regained stability.
Void shard is unstable.
Void shard has regained stability.
Void shard is unstable.
Void shard has regained stability.
Void shard is unstable.
Void horror casts Entropy.
Void horror is no longer illuminated.
Void horror recovers sight.
Void horror casts Entropy.
--------------------------------
The odds have tilted.
Void shard speeds up.
Void shard starts regenerating health quickly.
Void shard lessens the pain.
You lose control and unleash an anomaly!
Spacetime has calmed... somewhat.
Duvolatar stops wasting away.
Duvolatar is no longer illuminated.
Duvolatar speeds up.
Talent Attenuate is ready to use.
Your Contingency triggered Time Shield!
Saving game...












































































































