

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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.] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 8 on the 3rd Mirth 122nd year of Ascendancy at 13:13 0 / 6Killed by Xunne the ghoulking at level 16 on the 49th Dusk 122nd year of Ascendancy at 12:38 Killed by Ce'Nimira the corrupted protosentient globula at level 16 on the 64th Dusk 122nd year of Ascendancy at 21:04 Killed by faerlhing at level 23 on the 47th Haze 122nd year of Ascendancy at 03:38 Killed by orc necromancer at level 23 on the 48th Haze 122nd year of Ascendancy at 16:07 Killed by orc assassin at level 23 on the 48th Haze 122nd year of Ascendancy at 23:43 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 27 (base 15) |
| Constitution | 24 (base 12) |
| Magic | 21 (base 12) |
| Willpower | 59 (base 40) |
| Cunning | 71 (base 53) |
Resources
| Psi | 296/378 |
| Vim | 202/208 |
| Life | -81/357 |
| Steam | 100/100 |
| Equilibrium | 30 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 42 |
| Crit Chance | 27% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +6% |
| Mind | +24% |
| Cold | +28% |
| Physical | +5% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 26 (51.69962066283%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 30.6 |
| Spell Save | 29.8 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Cold | + 64%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 35% |
| Instadeath Resistance | 100% |
| Poison Resistance | 35% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: 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 Cunning 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 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by giant carpenter ant. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Iseta the skeleton master archer. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| Psionic focus | plaguebringer's stralite battleaxe of daylight (44-66 power, 3 apr)3.0 T4 battleaxe 1H weapon Reqs Str 35 [Ego+] Arcane Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +7 blight +12 light Against +13% Undead On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 12 While equipped: ----- def ----- Disease- +14% Massive two-handed battleaxes. |
| Quiver | deadly pouch of dwarven-steel shots of erosion (18/18, 40-47 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 39.5 - 47.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +7 nature Shots are used with slings to pummel your foes to death. |
| On hands | drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist's lamp 'Dayfoe'1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% light +9% mind Res.pen +15% physical ----- def ----- Resists +6% light Phys.save +15 (+6 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bofast the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +6% light +18% fire Die.at -80.00 life Max.HP +60.00 Pinning- +20% A pointy cloth hat, very wizardly... |
| On feet | dreamer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.17 cold and 16.55 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | gladiator's stralite ring of frost (+26%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +13% cold ----- def ----- Resists +26% cold Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
| In main hand | steady steel steamgun of acid4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% acid Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Hathuduhir the Winterblur1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag +5 Wil dps ---------- Spell.crit +5% Dmg.mod +3% light ----- def ----- Resists +12% cold +7% light +5% darkness ---------- misc Mana/turn +0.17 Max.mana +25.00 Light +3 A belt that goes around your waist. |
| In off hand | Psionic Fury (12-13 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 193.69 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +13% temporal Def/telep +12 Res/telep +11% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant hardened leather armour of command (15 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +8% Resists +13% blight +15% darkness Mind.save +13 (+4 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Inventory
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 192 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
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... |
mindweaver's gold amulet of dexterity (+2)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Mind.pwr +11 (+4 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +12% Amulets make your neck look great! |
Haroleg0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical +14% fire Res.pen +15% acid Apr +1 ----- def ----- Defense +5 (+2 eff.) Resists +9% temporal +28% fire ---------- misc Max.stam +10.00 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's gold ring of darkness (+22%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -6% Resists +22% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Max.HP +28.00 Disarm- +22% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
wizard's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
Neronne the Blazegash (27-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master/Psionic Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +14 (+5 eff.) Melee Ret 4 light ----- def ----- Resists +9% blight +3% fire Massive two-handed battleaxes. |
plaguebringer's steel battleaxe (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 12 While equipped: ----- def ----- Disease- +21% Massive two-handed battleaxes. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
steel greatsword (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
creative mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of storms (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 9 lightning Dmg.mod +4% lightning +3% nature Res.pen +5% lightning ----- def ----- Resists +5% lightning +3% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blighted yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+7 eff.) Dmg.mod +20% blight ---------- misc Vim/s.crit +2.00 Max.vim +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's iron steamgun of cold4.0 T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% cold Acc +6 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thought-forged dwarven-steel steamsaw of massacre (28-41 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Master/Psionic/Steamtech Power 27.5 - 41.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +5 mind On Hit: * 16% chance to reduce all saves and defense by 30 Uses 1.0 Steam While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+2 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! |
steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's rough leather belt of the giants1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +2 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's rough leather belt of unlife =ded=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +20% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparktrail (4 def, 3 armour)2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +12% lightning Res.pen +15% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% all Phys.save +23 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubanor the linen robe (2 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +6% mind +7% all Phys.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of frost (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +7% all +18% cold ---------- misc Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
Coalspire the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% darkness +4% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +6% lightning +5% fire +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Deepscutter' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +2 Resists +7% acid +3% temporal +3% light +5% arcane +6% lightning Spell.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Scorchfame' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +2 Wil dps ---------- Mind.crit +2% Dmg.mod +11% light Res.pen +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
dwarven-steel shield (0 def, 6 armour, 72 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
psychokinetic quiver of yew arrows of accuracy (23/23, 33-46 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master/Psionic Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +2.0% Capacity 23 Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage Arrows are used with bows to pierce your foes to death. |
3 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. |
183 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. |
6 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots (11/11, 13-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 11 Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots of accuracy (18/18, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 18 Rld cld 4 Shots are used with slings to pummel your foes to death. |
6 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. |
8 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. |
5 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. |
5 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By limit the Cornac Adventurer level 16
46th Dusk 122nd year of Ascendancy at 17:12 see stats
Exterminator
Killed 1000 creatures.By limit the Cornac Adventurer level 18
70th Dusk 122nd year of Ascendancy at 02:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By limit the Cornac Adventurer level 18
70th Dusk 122nd year of Ascendancy at 18:37 see stats
Level 10
Got a character to level 10.By limit the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 20:59 see stats
Level 20
Got a character to level 20.By limit the Cornac Adventurer level 20
14th Haze 122nd year of Ascendancy at 02:23 see stats
That was close
Killed your target while having only 1 life left.By limit the Cornac Adventurer level 22
45th Haze 122nd year of Ascendancy at 15:04 see stats
The Arena
Unlocked Arena mode.By limit the Cornac Adventurer level 13
5th Dusk 122nd year of Ascendancy at 20:04 see stats
The secret city
Discovered the truth about mages.By limit the Cornac Adventurer level 9
5th Mirth 122nd year of Ascendancy at 16:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By limit the Cornac Adventurer level 18
70th Dusk 122nd year of Ascendancy at 08:33 see stats
Log
limit converts some damage to Psi!
Lord of Skulls (warrior) hits limit for 28 to psi, 190 physical (218 total damage).
Lord of Skulls (warrior) uses Shield Pummel.
Limit is not dazed anymore.
Limit is stunned!
limit converts some damage to Psi!
Lord of Skulls (warrior) hits limit for 9 to psi, 65 physical, 10 to psi, 67 physical (151 total damage).
Bleeding from Limit hits Orc summoner for 10 physical damage.
Limit is no longer pinned.
Limit's Beyond the Flesh performs a melee critical strike against Orc summoner!
Limit casts Epidemic.
Orc summoner shrugs off limit's 'Epidemic'!
Limit's Beyond the Flesh hits Orc summoner for 40 physical, 3 blight, 5 light (48 total damage).
Mindrot hits Orc summoner for 3 mind, 2 darkness (5 total damage).
Mindrot hits Armoured skeleton warrior for (2 absorbed), 0 mind, (2 absorbed), 0 darkness (0 total damage).
Mindrot hits Lord of Skulls (warrior) for (2 absorbed), 0 mind, (2 absorbed), 0 darkness (0 total damage).
Mindrot hits Orc necromancer for (2 absorbed), 1 mind, (1 absorbed), 1 darkness (1 total damage).
limit performs a melee critical strike against Lord of Skulls (warrior)!
limit hits Orc assassin for 11 mind damage.
limit hits Lord of Skulls (warrior) for (10 absorbed), 0 mind (0 total damage).
Limit's Rocket Pod hits Lord of Skulls (warrior) for (17 absorbed), 0 fire, (1 absorbed), 0 acid, (1 absorbed), 0 nature (0 total damage).
Limit's Rocket Pod hits Orc assassin for 25 fire, 2 acid, 1 nature (29 total damage).
Orc assassin uses Venomous Strike.
Orc assassin deactivates Stealth.
Limit is poisoned!
Orc assassin roars triumphantly.
limit converts some damage to Psi!
Orc assassin hits limit for 7 to psi, 49 nature, 1 to psi, 9 arcane, 4 to psi, 26 nature (96 total damage).
limit the level 23 cornac adventurer was slimed to death by an orc assassin on level 4 of Dreadfell.


















































































































