










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.5.10This 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 Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 23 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 15 on the 54th Dusk 122nd year of Ascendancy at 01:00 0 / 6Killed by luminous horror at level 16 on the 76th Dusk 122nd year of Ascendancy at 20:12 Killed by Gybrewe the ice wyrm at level 21 on the 28th Haze 122nd year of Ascendancy at 18:25 Killed by elven cultist at level 22 on the 42nd Haze 122nd year of Ascendancy at 01:11 Killed by Silytha the Guardian at level 22 on the 77th Haze 122nd year of Ascendancy at 22:07 Killed by Arussra the orc master assassin at level 23 on the 79th Haze 122nd year of Ascendancy at 05:21 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 41 (base 39) |
| Constitution | 14 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 26 (base 20) |
| Cunning | 68 (base 51) |
Resources
| Life | -201/467 |
| Steam | 100/100 |
| Stamina | 130/156 |
| Equilibrium | 18 |
| Healing Factor | 1.2826086956522 |
| Regeneration | 0.32065217391306 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.724250866975 |
| See Invisible | 42.724250866975 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 60 |
| Crit Chance | 21% |
| APR | 17 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 60 |
| Crit Chance | 20% |
| APR | 16 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +10% |
| Physical | +6% |
| Nature | +35% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 30 (70.376569037657%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 1 |
| Spell Save | 5 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 52%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 37%( 70%) |
| Nature | + 66%( 70%) |
| Darkness | + 34%( 70%) |
| Cold | + 37%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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: 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 304 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Volatile Poison |
| talent | Psiblades |
| talent | Leeching Poison |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has 20 reduced saves and defense, 15% reduced critical chance, and 3% chance to fail talent use. 10 Jinx |
| beneficial effect | You gain 8% resistance against darkness. Resolve |
| beneficial effect | Fight to the brink of death, can not die before going under -169 life (but life under 0 is not shown) and increases all resistances by 15%. Pain Suppressor Salve |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 12.13 darkness and 12.13 temporal damage each turn. Entropic Gift |
| detrimental effect | The target is being driven mad by the void, taking 31.74 darkness damage per turn and reducing all powers by 31. Dark Whispers |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 8 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 Shardskin. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zerolerin (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Phys.pwr +4 (+4 eff.) Dmg.mod +6% physical Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Oakhack (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% nature Res.pen +20% nature Melee Ret 8 darkness 16 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal +6% nature Mind.save +9 (+5 eff.) A cap made of leather. |
| On hands | Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +70% ---------- misc Talents +2 Iron Grip Fire a poisonous bolt out to range 6 that deals 23 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 69 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. |
| Tool | Nydrasin the elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Mag +1 Wil +4 Con Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of nature (+26%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Fatigue -6% Resists +26% nature ---------- misc Max.enc +20 Rings can have magical properties. |
| On fingers | Ce'Nulaith the Shockpulverizer0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +18% lightning ----- def ----- Resists +3% lightning +20% nature +6% light Rings can have magical properties. |
| Around neck | savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+12 eff.) Spell.save +12 (+12 eff.) Mind.save +12 (+6 eff.) Amulets can have magical properties. |
| In main hand | thought-forged dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 126% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 mind On Hit: * 9% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Haroneg the steel dagger (117% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 117% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 mind While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +10.00% Melee Ret 8 blight ---------- misc Telepathy Demon/Minor Demon/Major Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +18% lightning +11% cold Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 13 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex dps ---------- Melee Ret 30 physical ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +3% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.88 to 92.65 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
medical injector implant (efficiency 82% / cooldown 55%)0.1 T1 implant scroll [Normal] 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 82% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 52)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+11 for 8 turns, die at -383)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 11 for 8 turns. While Heroism is active, you will only die when reaching -383 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 25%; cure magical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 28%; cure magical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
phase door rune of the psychic (range 7; power 21; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 7; power 21; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
grounding steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% cold +12% fire Amulets can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings can have magical properties. |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+5 eff.) Acc +4 (+1 eff.) Rings can have magical properties. |
rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Rings can have magical properties. |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Poison- +12% Disease- +15% Rings can have magical properties. |
dwarven-steel battleaxe 'Armurand' (142% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 111% Phasing +30% On Crit.r2 +8 physical On Hit: * 40% chance to disease While equipped: Stats +3 Str +5 Dex dps ---------- Acc +9 (+2 eff.) Apr +1 ----- def ----- Armour +4 Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 0% Cun, 50% Mag, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+10 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
iron dagger 'Blazemire' (102% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 102% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Fire Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 fire On Crit.r2 +8 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +3% acid Res.pen +5% fire Melee Ret 8 acid ----- def ----- Resists +9% fire Sharp, short and deadly. |
manaburning dwarven-steel dagger of projection (117% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Disrupt/Psionic Power 117% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 8 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
balanced dwarven-steel greatmaul of persecution (153% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +29% Massive two-handed mauls. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
hateful steel longsword of projection (110% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +5% Living On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, long, and deadly. |
Eminne the dwarven-steel mace (133% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 134% Range: 1.4x Uses 100% Str Dmg Mind Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature +10 temporal While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Heal/summ +50 ---------- misc Equi/ret +0.08 Max.psi +50.00 Telepathy Dragon Blunt and deadly. |
Elovea the thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 95% 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: Stats +3 Mag +6 Cun +4 Con dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+6 eff.) Res.pen +10% mind ---------- misc Light +3 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. |
mossy mindstar of sand (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Dmg.mod +5% physical Res.pen +5% physical Melee Ret 6 physical ----- def ----- Resists +4% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 14 of target armor and 7% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+0 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 32.12 physical damage to all targets in line, and inflicting bleeding for another 16.06 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash vilestaff 'Yarehek' (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] 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% Phasing +40% On Hit.r1 +12 temporal While equipped: Stats +2 Wil +3 Mag dps ---------- Phys.crit +4.0% Spell.crit +2% Spell.pwr +12 (+0 eff.) Dmg.mod +15% fire ----- def ----- HP.reg +0.60 ---------- misc Max.mana +28.00 Max.stam +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Unrikan' (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 111% While equipped: Stats +3 Dex +5 Mag +2 Cun dps ---------- Spell.pwr +4 (+0 eff.) Res.pen +25% blight Acc +9 (+2 eff.) ---------- misc Mana/s.crit +3.00 Light +3 One-handed war axes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.60 to 46.81 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Cleansekin1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Dmg.mod +3% nature Melee Ret 8 nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% nature +6% darkness Spell.save +7 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Samaldil the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+4 eff.) ----- def ----- Resists +12% lightning +18% fire Phys.save +6 (+6 eff.) Spell.save +48 (+31 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +5% blight D.Red.from +17% Summoned Disease- +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. It was changed by the digestive sack. |
Glitterquencher (2 def, 4 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Dmg.mod +13% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +19% light ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubarinne the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +26% acid Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +39% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Singeblast the pair of hardened leather boots (12 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex +3 Mag +5 Wil +2 Cun dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Defense +12 (+6 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Ce'Nybeth' (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% temporal ----- def ----- Armour +10 Fatigue +3% Resists +15% mind Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earirath the Darktitan (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +1 Str +3 Dex +6 Mag +1 Cun dps ---------- Acc +12 (+3 eff.) Melee Ret 8 darkness ----- def ----- Armour +2 Disarm- +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 21.95 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Isleta the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +7 Resists +6% lightning Cut- +15% Silence- +10% Pinning- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (0 def, 9 armour)1.5 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 9 physical Dmg.mod +5% physical ----- def ----- Armour +9 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 22.93 to 68.79 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
miner's hardened leather cap of dexterity (+4) (0 def, 5 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
quiver of yew arrows of accuracy (17/17, 142% power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 142% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +15 Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
125 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 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. |
17 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +7 (+7 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +42.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+6 eff.) Mind.save +5 (+3 eff.) Heal.mod +13% ---------- misc Light +2 See.Stealth +6 See.Invis +7 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
potent pain suppressor salve [power 148] potent pain suppressor salve [power 148]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -148 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+3 eff.) Mind.pwr +3 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+12 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 33 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of thorny skin 'Lelytar' [power 30] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% light Die.at -20.00 life Pinning- +15% Knockbk- +15% Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
15 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. |
Glariwe the ash wand of conjuration [power 151] (10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% mind Res.pen +10% acid ----- def ----- Resists +12% acid +15% mind Fire a bolt of a random element with (base) damage 76 to 151 Puts all charms on 10 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Thief the Cornac Rogue level 15
54th Dusk 122nd year of Ascendancy at 01:15 see stats
Bringer of Doom
Killed a Bringer of Doom.By Thief the Cornac Rogue level 20
27th Haze 122nd year of Ascendancy at 01:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thief the Cornac Rogue level 16
68th Dusk 122nd year of Ascendancy at 11:41 see stats
Exterminator
Killed 1000 creatures.By Thief the Cornac Rogue level 17
8th Haze 122nd year of Ascendancy at 09:07 see stats
Fear me not!
Survived the Fearscape!By Thief the Cornac Rogue level 22
42nd Haze 122nd year of Ascendancy at 16:14 see stats
Level 10
Got a character to level 10.By Thief the Cornac Rogue level 10
2nd Flare 122nd year of Ascendancy at 15:36 see stats
Level 20
Got a character to level 20.By Thief the Cornac Rogue level 20
25th Haze 122nd year of Ascendancy at 03:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Thief the Cornac Rogue level 22
74th Haze 122nd year of Ascendancy at 21:18 see stats
The Arena
Unlocked Arena mode.By Thief the Cornac Rogue level 11
5th Flare 122nd year of Ascendancy at 00:54 see stats
The Rat Lich
Killed the terrible Rat Lich.By Thief the Cornac Rogue level 21
40th Haze 122nd year of Ascendancy at 16:08 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Thief the Cornac Rogue level 15
42nd Dusk 122nd year of Ascendancy at 12:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Thief the Cornac Rogue level 21
29th Haze 122nd year of Ascendancy at 15:19 see stats
Log
Orc soldier misses Thief.
Arussra the orc master assassin casts Netherblast.
Arussra the orc master assassin's spell attains critical power!
Thief is confused and fails to use Rush.
Thief receives 30 healing from Orc soldier.
Deadly Poison from Thief hits Orc soldier for 50 nature damage.
Deadly Poison from Thief hits Cave bear for 48 nature damage.
Arussra the orc master assassin loses 4 health to the entropy.
Thief reacts to damage from Arussra the orc master assassin's Netherblast, mitigating the blow!.
Thief is invigorated by the attack!
Thief reacts to damage from Arussra the orc master assassin's Netherblast, mitigating the blow!.
Thief is invigorated by the attack!
Arussra the orc master assassin's Netherblast hits Thief for (20 reacted , -5 stam), 58 temporal, (23 reacted , -5 stam), 66 darkness (124 total damage).
Thief is invigorated by the attack!
Thief is invigorated by the attack!
Thief is invigorated by the attack!
Thief seems more focused.
Entropic Gift from Arussra the orc master assassin hits Thief for 14 temporal, 13 darkness (27 total damage).
Dark Whispers from Arussra the orc master assassin hits Thief for 33 darkness damage.
Orc soldier misses Thief.
Arussra the orc master assassin uses Infusion: Movement.
Arussra the orc master assassin is moving freely.
Arussra the orc master assassin is moving at extreme speed!
Thief rushes out!
Orc soldier is no longer poisoned.
Arussra the orc master assassin loses 4 health to the entropy.
Arussra the orc master assassin roars triumphantly.
Saving game...






































































































































