

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Ashes of Urh'Rok 1.6.0Official Expansion!Embers of Rage 1.6.0Official Expansion!Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Psyshot |
| Level / Exp | 25 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Belebrewen the animated hand at level 17 on the 2nd Allure 123rd year of Ascendancy at 04:27 0 / 7Killed by Islodann the cutpurse at level 18 on the 41st Regrowth 123rd year of Ascendancy at 00:20 Killed by Lisoth the black bear at level 19 on the 20th Pyre 123rd year of Ascendancy at 01:53 Killed by blade horror at level 24 on the 70th Dusk 123rd year of Ascendancy at 19:22 Killed by faerlhing at level 25 on the 73rd Dusk 123rd year of Ascendancy at 14:55 Killed by orc necromancer at level 25 on the 74th Dusk 123rd year of Ascendancy at 08:28 Killed by orc necromancer at level 25 on the 74th Dusk 123rd year of Ascendancy at 14:28 |
Primary Stats
| Strength | 51 (base 27) |
| Dexterity | 28 (base 27) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 71 (base 50) |
| Cunning | 33 (base 23) |
Resources
| Life | -139/570 |
| Psi | 151/151 |
| Steam | 7/100 |
| Healing Factor | 1.086387434555 |
| Regeneration | 0.27159685863875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 62 |
| Crit Chance | 19% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Nature | +53% |
| Mind | +16% |
| Darkness | +31% |
| Arcane | +25% |
| Cold | +16% |
| All | +4% |
Offense: Damage Penetration
| Temporal | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 22 (57.811550151976%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 34 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 55%( 70%) |
| All | + 36%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 42%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Disarm Resistance | 100% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 140% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. |
| 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 125% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| talent | Secrets of the Eternals |
| talent | Embedded Restoration Systems |
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 67.44 darkness damage per turn. Bane of Confusion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by Ulima. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Hallowed Ghost. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Shardskin. Escort: repented thief (level 4 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed warg claw. | 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 | pair of drakeskin leather boots 'Leledechik' (0 def, 5 armour) 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Phys.save +28 (+9 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Psi/ret +0.08 Max.hate +10.00 A pair of boots made of leather. |
| Quiver | high-capacity pouch of steel shots of wind (31/52, 119% power, 2 apr) 3.0 T2 shot ammo [Ego] Nature/Master Power 120% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 52 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage While equipped: ---------- misc Reload +2 Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Glimmerbender the dwarven lantern1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +21% arcane Melee Ret 8 acid ----- def ----- Resists +6% light +5% arcane ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Umbrastrike (0 def, 4 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +4 Con dps ---------- Dmg.mod +12% darkness Acc +25 (+8 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +2% physical Crit.dmg- 10.00% Mind.save +0 (+0 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Haragar the Sleetkarma (0 def, 3 armour) 1.5 T4 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +3 Fatigue +5% Resists +15% acid +9% temporal +3% darkness +6% fire +6% cold Phys.save +26 (+8 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +124% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 138% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +15 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gladiator's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings can have magical properties. |
| On fingers | stralite ring 'Shadowbrace'0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature On Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to reduce armor by 17% ----- def ----- Resists +6% acid +30% nature +12% darkness Rings can have magical properties. |
| Around neck | gold amulet 'Unrigund'0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +8% physical Max.HP +20.00 Disease- +20% Silence- +10% Disarm- +20% ---------- misc Stam/turn +0.40 Hate/m.crit +1.00 Max.hate +4.00 Amulets can have magical properties. |
| In main hand | Tinkerer's Twinblaster 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical On Hit: * flashes light on your target dealing 35 damage Recurse +2 Uses 3.0 Steam While equipped: dps ---------- Crit.mult +3.00% This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | noble's hardened leather belt of recklessness 1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+2 eff.) Against +19% Summoned ----- def ----- Fatigue -4% D.Red.from +19% Summoned ---------- misc Max.enc +10 A belt that goes around your waist. |
| In off hand | living mindstar 'Glitterraven' (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Res.pen +10% temporal ----- def ----- Resists +20% light Spell.save +7 (+3 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. |
| Cloak | cashmere cloak 'Ce'Notira' (9 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +9 (+5 eff.) Resists +30% lightning Phys.save +18 (+6 eff.) Max.HP +100.00 Pinning- +20% Stun/Frz- +70% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nerema the Windwind (0 def, 10 armour) 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +28% nature +15% darkness Res.pen +5% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +10 Resists +33% nature +13% all Crit.dmg- 35.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 553%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, physical; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
shatter afflictions rune (absorb 59; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 57; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 74; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 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 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
clarifying steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% mind Confus- +25% Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.pwr +7 (+7 eff.) Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
psionicist's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+8 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+10 eff.) Dmg.mod +15% temporal +15% physical +15% light +15% darkness ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
earthen yew starstaff of channeling (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+14 eff.) Dmg.mod +20% physical ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+1 eff.) ---------- misc Mana/turn +0.15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
stralite greatmaul of rage (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 165% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +16% physical Acc +24 (+8 eff.) Massive two-handed mauls. |
truestriking stralite greatmaul (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +20 (+7 eff.) Apr +7 Massive two-handed mauls. |
warbringer's stralite greatmaul of erosion (166% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature/Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +28% Massive two-handed mauls. |
elemental dwarven-steel greatsword (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +21% cold Massive two-handed swords. |
dwarven-steel longsword (127% power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
elemental dwarven-steel waraxe of phasing (115% power, 15 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +4.5% Atk.spd 100% Phasing +10% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +10% fire One-handed war axes. |
balanced stralite waraxe of daylight (135% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 light Against +10% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +25% One-handed war axes. |
plaguebringer's stralite waraxe of amnesia (137% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Arcane/Psionic Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 4 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 7 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +14% One-handed war axes. |
stralite dagger of disruption (136% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Power 137% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
gifted mossy mindstar (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 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. |
Plagueblack (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) All.spd +4% Melee+ 6 fire Dmg.mod +7% fire Res.pen +10% nature +5% fire ----- def ----- Resists +6% fire ---------- misc Hate/m.crit +1.00 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. |
Poluseyavea the vined mindstar (85% power, 20 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +20 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +4% physical Res.pen +2% physical ----- def ----- Defense +10 (+5 eff.) Resists +3% physical Crit.dmg- 15.00% Heal.mod +13% Heal/summ +23 ---------- misc Max.stam +20.00 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. |
honing vined mindstar of frost (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 cold Dmg.mod +5% cold +3% physical Res.pen +4% cold +3% physical ----- def ----- Armour +7 Resists +5% cold +3% physical 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. |
Aryvea the Hellmark (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 cold Dmg.mod +7% cold Res.pen +10% cold +10% fire ----- def ----- Armour +11 Resists +9% cold +15% mind +12% fire 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. |
thorny mindstar 'Glorada' (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 arcane On Crit.r2 +16 mind While equipped: Stats +1 Wil dps ---------- Mind.crit +6% Mind.pwr +8 (+3 eff.) Dmg.mod +14% mind +12% arcane Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ---------- misc Psi/m.crit +3.00 Max.psi +20.00 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. |
Strikelash the pulsing mindstar (104% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 mind While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +3% lightning +12% mind Res.pen +25% lightning ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +27.00 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. |
hateful pulsing mindstar of gales (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +7% lightning +6% physical +6% darkness +6% cold +15% mind Res.pen +7% mind +7% darkness ----- def ----- Defense +14 (+6 eff.) Pinning- +20% ---------- misc Max.hate +3.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar of life (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 8 mind 6 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +11.00 HP.reg +0.50 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. |
dwarven-steel steamsaw of massacre (137% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling dwarven-steel steamsaw of physical resistance (+25%) (122% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +45 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +25% physical Shield.near.proj +35 Proj.slow +16% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
caustic elven-wood longbow of dampening4.0 T4 longbow 2H weapon Reqs Dex 35 [Ego+] Nature/Disrupt Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +20 acid +8 nature While equipped: dps ---------- Res.pen +11% acid +9% nature Apr +8 ----- def ----- Resists +18% acid +17% cold +17% fire +15% lightning +3% all Spell.save +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
enhanced reinforced leather sling of acid4.0 T4 sling 1H weapon Reqs Dex 35 [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +5 acid While equipped: Stats +8 Str +6 Dex +7 Mag +6 Wil +6 Cun +3 Con dps ---------- Dmg.mod +12% acid Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
glacial stralite steamgun of true shot4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego++] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +11 ice Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Res.pen +8% cold Acc +8 (+3 eff.) ----- def ----- Armour +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Morningreek4.0 T5 steamgun 1H weapon Reqs Dex 48 [Rare] Arcane/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +18 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Resists +9% light +6% darkness Phys.save +9 (+3 eff.) Max.HP +40.00 Silence- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots (19/19, 143% power, 3 apr)3.0 T3 shot ammo [Normal] Power 144% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
tundral pouch of dwarven-steel shots of accuracy (4/18, 139% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +3 Crit +5.0% Capacity 18 Ranged+ +12 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
dwarven-steel shield (0 def, 6 armour, 100% power, 88 block)7.0 T3 shield armor [Normal] When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +88 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield (0 def, 6 armour, 100% power, 85 block)7.0 T3 shield armor [Ego+] Psionic When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +85 Melee+ +15 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +19 Proj.slow +24% ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Eresta' (8 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Defense +8 (+4 eff.) Resists +7% all +15% fire Crit.dmg- 0.00% Phys.save +15 (+5 eff.) Poison- +10% Disarm- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +15% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of frost (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +15% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of the mind (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +0 Str +0 Dex +5 Mag +5 Wil +0 Cun +0 Con dps ---------- Dmg.mod +15% mind ----- def ----- Armour +0 Resists +15% mind +11% all Crit.dmg- 0.00% ---------- misc Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of fire (+7%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +9% physical +12% cold +13% fire ----- def ----- Resists +7% lightning +8% cold +19% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +14% acid +5% physical +12% cold +10% fire ----- def ----- Resists +12% acid +15% physical +11% cold +13% fire +13% all Mind.save +15 (+5 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +72.00 HP.reg +9.70 Heal.mod +27% A suit of armour made of leather. |
dwarven-steel mail armour of command (8 def, 12 armour)14.0 T3 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +8 (+4 eff.) Fatigue +12% Mind.save +11 (+4 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +9% acid +6% cold Mind.save +18 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
cleansing rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Fatigue +0% Resists +6% acid +5% blight Max.HP +32.00 ---------- misc Max.enc +0 A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% cold +6% fire HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +18 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +0% lightning Max.HP +42.00 Stun/Frz- +0% ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkbiter the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +20% darkness ----- def ----- Defense +10 (+5 eff.) Resists +0% lightning Phys.save +10 (+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. |
Growthparry the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% nature ----- def ----- Armour +1 Resists +3% acid Phys.save +0 (+0 eff.) Disarm- +10% Pinning- +0% Knockbk- +0% Teleport- +0% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Polyrith the Plaguerock (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +7 Wil +1 Mag dps ---------- Spell.pwr +10 (+9 eff.) Dmg.mod +12% blight +6% cold Res.pen +11% temporal +13% darkness +20% nature ----- def ----- Armour +3 Resists +20% darkness +12% temporal Def/telep +13 Res/telep +13% Dur/telep +10% A pair of boots made of leather. |
miner's pair of hardened leather boots of phasing (0 def, 5 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +2 Mag ----- def ----- Armour +5 ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.70 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +0% Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 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 58.07 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. |
psychic's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Resists +5% mind Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Blazebile' (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Con dps ---------- Res.pen +5% lightning Melee Ret 6 arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +10 (+3 eff.) Max.HP +43.00 Disarm- +0% Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +0 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Mind.save +0 (+0 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +0 Cun dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Mind.save +0 (+0 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
rough leather hat of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
Murkbile the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +12% mind +6% darkness Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +3% Resists +9% mind +3% darkness Spell.save +9 (+4 eff.) A hat made of leather. Very stylish. |
augmenting cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +5% cold +7% fire +4% arcane +5% lightning ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
bladed hardened leather hat of strength (+6) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 199.2 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
hardened leather hat of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
Blizzardschism (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +18% cold +6% fire ----- def ----- Defense +2 (+1 eff.) Resists +48% cold Mind.save +0 (+0 eff.) A pointy cloth hat, very wizardly... |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
434 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +10% blight +3% all Spell.save +7 (+3 eff.) HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+1 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.dmg- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 70% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 193] simple healing salve [power 193]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 70% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 163] simple pain suppressor salve [power 163]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 70% cooldown modifier. Let you fight up to -163 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing dwarven-steel torque of gale force [power 170] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 177 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
soothing stralite torque of mindblast [power 230] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 267 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Ulima the Shalore Psyshot level 13
30th Dusk 122nd year of Ascendancy at 18:31 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Ulima the Shalore Psyshot level 20
23rd Pyre 123rd year of Ascendancy at 05:23 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Ulima the Shalore Psyshot level 17
2nd Allure 123rd year of Ascendancy at 06:22 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ulima the Shalore Psyshot level 19
79th Regrowth 123rd year of Ascendancy at 09:18 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Ulima the Shalore Psyshot level 21
74th Pyre 123rd year of Ascendancy at 12:05 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ulima the Shalore Psyshot level 24
68th Dusk 123rd year of Ascendancy at 16:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ulima the Shalore Psyshot level 18
32nd Regrowth 123rd year of Ascendancy at 13:46 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Ulima the Shalore Psyshot level 23
5th Flare 123rd year of Ascendancy at 11:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ulima the Shalore Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 00:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ulima the Shalore Psyshot level 20
21st Pyre 123rd year of Ascendancy at 09:55 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ulima the Shalore Psyshot level 14
67th Dusk 122nd year of Ascendancy at 15:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ulima the Shalore Psyshot level 15
64th Haze 122nd year of Ascendancy at 12:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ulima the Shalore Psyshot level 8
7th Mirth 122nd year of Ascendancy at 18:17 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ulima the Shalore Psyshot level 24
48th Dusk 123rd year of Ascendancy at 10:40 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ulima the Shalore Psyshot level 15
64th Haze 122nd year of Ascendancy at 02:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ulima the Shalore Psyshot level 14
67th Dusk 122nd year of Ascendancy at 05:31 see stats
Log
Ulima hits Skeleton master archer for 148 nature, 11 acid, 0 arcane, 267 nature, 11 acid, 0 arcane, 237 nature, 11 acid, 0 arcane (684 total damage).
Ulima's Shoot hits Skeleton master archer for 22 physical, 3 physical, 30 light (55 total damage).
Ulima's fire area effect hits Skeleton master archer for 114 fire damage.
Ulima's Shoot hits Skeleton master archer for 24 physical, 3 physical (27 total damage).
Talent Solidify Air is ready to use.
Something leeches life from Ulima!
Bane of Confusion from Orc necromancer hits Ulima for (28 resist armour), 30 darkness (30 total damage).
Something receives 8 healing from Ulima.
Ulima is confused and fails to use Shoot.
Ulima's fire area effect hits Skeleton master archer for 114 fire damage.
Skeleton master archer hits Ulima for (6 resist armour), 0 physical (0 total damage).
Melee retaliation hits Skeleton master archer for 11 acid, 5 mind, 43 fire (59 total damage).
Skeleton master archer speeds up.
Skeleton master archer is fully armored again.
Talent Implant: Medical Injector is ready to use.
Bane of Confusion from Orc necromancer hits Ulima for (28 resist armour), 30 darkness (30 total damage).
Ulima shoots!
Skeleton master archer is knocked back!
Ulima hits Skeleton master archer for 148 nature damage.
Ulima's Shoot hits Something for (176 absorbed), 0 physical (0 total damage).
Ulima's Shoot hits Skeleton master archer for 23 physical, 3 physical, 30 light, 96 physical (152 total damage).
Ulima's Shoot hits Something for (176 absorbed), 0 physical (0 total damage).
Ulima performs a melee critical strike against Something!
Ulima's Shoot killed Skeleton master archer!
Ulima hits Something for (140 absorbed), 0 nature, (11 absorbed), 0 acid, 0 arcane, (223 absorbed), 22 nature, 11 acid, 0 arcane (33 total damage).
Orc necromancer casts Invoke Darkness.
Orc necromancer roars triumphantly.
Saving game...























































































































































