











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.6.0Allows 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 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Spell Merchants 1.6.0
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. 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 | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 24 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Borfast the Broken at level 24 on the 67th Pyre 123rd year of Ascendancy at 08:56 5 / 1 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 64 (base 54) |
| Constitution | 29 (base 24) |
| Magic | 24 (base 10) |
| Willpower | 16 (base 12) |
| Cunning | 117 (base 54) |
Resources
| Life | 846/846 |
| Stamina | 227/227 |
| Steam | 100/100 |
| Healing Factor | 1.2632160804019 |
| Regeneration | 3.5876737426501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | -1 |
| Infravision | 13 |
| See Stealth | 106.72002908843 |
| See Invisible | 112.72002908844 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 64 |
| Crit Chance | 56% |
| APR | 22 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 64 |
| Crit Chance | 75% |
| APR | 42 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Darkness | +28% |
| Light | +38% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Acid | +5% |
| Light | +25% |
| Darkness | +50% |
Defense: Base
| Armour (hardiness) | 20 (90.376569037657%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 54 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 21%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 29%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 31% |
| Pinning Resistance | 59% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 458 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 883% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 snow giant kidney. * You've found the needed electric eel tail. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed naga tongue. 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 length of troll intestine. * You've found the needed honey tree root. * You've found the needed ice ant stinger. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 hardened leather boots 'Armofang' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +25% physical Apr +1 ----- def ----- Armour +3 Resists +2% physical Phys.save +12 (+3 eff.) ---------- misc Stam/turn +1.90 Max.stam +43.00 A pair of boots made of leather. |
| Light source | Silotira the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +2 Mag dps ---------- Spell.pwr +30 (+5 eff.) Dmg.mod +6% arcane Phasing +30% ----- def ----- Defense +6 (+2 eff.) Phys.save +19 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Heal.mod +12% ---------- misc Light -6 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Urthynik' (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +30.00% Phys.pwr +10 (+3 eff.) Dmg.mod +13% light ----- def ----- Defense +2 (+1 eff.) Resists +19% light Spell.save +6 (+2 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +8 (+2 eff.) Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 53% * 12% chance to reduce armor by 22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zubilaith (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +7 Str +2 Cun +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Apr +6 ----- def ----- Fatigue -6% Resists +3% cold +1% physical +6% temporal Phys.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dourflash the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +9 Mag dps ---------- Spell.pwr +12 (+2 eff.) Res.pen +25% darkness +5% acid Acc +11 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+3 eff.) Resists +9% acid Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | copper ring 'Bethenn'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% blight +6% mind Die.at -20.00 life Max.HP +81.00 Disarm- +20% Pinning- +21% Knockbk- +24% Rings can have magical properties. |
| Around neck | Darkhunger the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to slow global speed by 53% * 20 arcane resource burn ----- def ----- Resists +10% lightning +13% temporal Spell.save +9 (+3 eff.) Pinning- +38% Stun/Frz- +31% Knockbk- +28% Amulets can have magical properties. |
| In main hand | Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 200% of your Dexterity as Light damage (128). While equipped: dps ---------- Dmg.mod +25% light Res.pen +25% light ---------- misc Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Around waist | Silith the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +9 Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc See.Invis +6 Size +1 Create a temporary shield that absorbs 278 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Moon (10-13 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 125% On Hit: * Deal 200% of your Cunning as Darkness damage (234). While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +25% darkness ---------- misc Light +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
| Cloak | Voragatira the Hellwilder (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% Phasing +30% Melee Ret 2 fire ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +8% fire +7% lightning +7% cold Phys.save +15 (+4 eff.) Mind.save +14 (+3 eff.) Die.at -100.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening cured leather armour of Toknor (6 def, 7 armour) 9.0 T2 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +7 Hardiness +20% Defense +6 (+2 eff.) Fatigue +10% Mind.save +13 (+3 eff.) A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 100% / cooldown 99%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 63; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Saw Projector0.1 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: Thunderclap Coating0.1 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. |
insulating stralite amulet of perfection (0.24 Cunning / Poisons,0.24 Cunning / Trapping)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +14% fire +16% cold ---------- misc Masteries +0.24 Cunning/Poisons +0.24 Cunning/Trapping Amulets can have magical properties. |
gold ring 'Dourdream'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +18% darkness +18% blight Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +18% acid Spell.save +14 (+4 eff.) ---------- misc Max.stam +13.00 Rings can have magical properties. |
sneakthief's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +1 Mag +6 Cun dps ---------- Melee+ 22 light Ranged+ 10 light Dmg.mod +13% light Acc +6 (+1 eff.) Rings can have magical properties. |
arcing stralite battleaxe of paradox (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: ----- def ----- Resists +17% temporal Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe (33.5-50.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 33.5 - 50.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +32% Massive two-handed battleaxes. |
flaming dwarven-steel battleaxe of crippling (32.5-48.75 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
Bethetta (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +15% mind Res.pen +20% mind ----- def ----- Resists +15% acid ---------- misc Psi/ret +0.12 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
dwarven-steel dagger 'Ce'Nithra' (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 20.5 - 26.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 blight On Hit.r1 +8 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 13 While equipped: Stats +2 Dex +5 Mag dps ---------- Mind.pwr +20 (+7 eff.) Melee Ret 4 mind ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
stralite dagger of rage (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 25.5 - 33.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +10% physical Acc +15 (+3 eff.) Sharp, short and deadly. |
thought-forged dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 27.5 - 35.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 mind On Hit: * 16% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
hateful stralite greatsword of massacre (60-96 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master/Psionic Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 darkness Against +13% Living Massive two-handed swords. |
Brandrage4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 mind On Hit.r1 +8 fire On Crit.r2 +11 lightning +35 cold On Hit: * 10% chance to slow global speed by 53% While equipped: Stats +5 Cun dps ---------- Mind.pwr +20 (+7 eff.) Mov.spd +57% Res.pen +15% lightning +17% cold ----- def ----- Resists +3% nature ---------- misc Equi/ret +0.08 Max.hate +4.00 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of fire4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 fire While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+5 eff.) Dmg.mod +20% fire Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel mace 'Silarin' (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str +2 Wil +5 Con dps ---------- Res.pen +15% arcane Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Crit.dmg- 15.00% Disarm- +37% ---------- misc See.Invis +9 Blunt and deadly. |
dwarven-steel mace of corruption (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 Blunt and deadly. |
dreamer's vined mindstar of venom (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 acid Dmg.mod +6% acid Res.pen +7% acid ----- def ----- Resists +6% mind +8% acid Mind.save +3 (+0 eff.) HP.reg +2.00 ---------- misc Psi/turn +0.50 Max.psi +22.00 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. |
gifted pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun 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 +14 (+5 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +2 (+0 eff.) ---------- misc Equi/ret +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. |
swiftstrike hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +1 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
Bokudas the Tundrawrecker (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +5 Wil +4 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +7 Dmg.mod +20% lightning +6% arcane Res.pen +10% cold Melee Ret 8 arcane 4 cold ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of the prodigy (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +6 Wil +9 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +6 Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel steamsaw (21-31.5 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Nature/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 9 acid ----- 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! |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +21 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Max.HP +69.00 ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven cashmere robe of the mind (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +15% mind ----- def ----- Resists +15% mind +11% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
polar voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +8% Crit.mult +5.00% Melee+ 15 cold Dmg.mod +4% cold ----- def ----- Armour +3 Fatigue +5% Resists +5% cold Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +17.0% Atk.spd 83% On Crit.r2 +10 ice On Hit: 10% Ice Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Cyruwyn the Flarestriker (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +30% mind +15% fire Res.pen +25% temporal Melee Ret 6 mind ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
stabilizing hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+4 eff.) A cap made of leather. |
thaloren dwarven-steel helm of precognition (4 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Acc +4 (+1 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +4% Resists +9% blight Mind.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% nature +11% blight A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 8 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% acid +17% fire A suit of armour made of mail. |
steel mail armour 'Demonspire' (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% arcane Res.pen +20% lightning Melee Ret 4 arcane 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% darkness +19% cold A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% mind +11% light +10% darkness Mind.save +13 (+3 eff.) A suit of armour made of leather. |
enlightening stralite plate armour of stability (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +6% physical Phys.save +10 (+3 eff.) Mind.save +10 (+2 eff.) A suit of armour made of metal plates. |
8 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. |
911 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. |
5 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. |
12 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 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 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Nimbusmistress the dwarven lantern0.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +1 Con +5 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning Res.pen +10% lightning ----- def ----- Resists +6% blight +3% lightning Phys.save +6 (+2 eff.) HP.reg +4.00 Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tydas the Boltraider1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +18% cold +15% arcane ----- def ----- Resists +5% arcane +9% lightning ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
4 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. |
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. |
Beligochik the Glimmerumbra [power 10] (26/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% light ----- def ----- Resists +6% blight +12% cold +5% arcane +3% nature Mind.save +18 (+4 eff.) Teleport- +20% Reveal the area around you, dispelling darkness (radius 10, power 48 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
13 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. |
7 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Sth the Halfling Rogue level 15
19th Regrowth 123rd year of Ascendancy at 14:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sth the Halfling Rogue level 13
46th Haze 122nd year of Ascendancy at 08:04 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Sth the Halfling Rogue level 18
19th Pyre 123rd year of Ascendancy at 12:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sth the Halfling Rogue level 14
7th Allure 123rd year of Ascendancy at 14:11 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sth the Halfling Rogue level 18
4th Pyre 123rd year of Ascendancy at 17:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sth the Halfling Rogue level 10
21st Dusk 122nd year of Ascendancy at 03:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sth the Halfling Rogue level 20
38th Pyre 123rd year of Ascendancy at 18:39 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sth the Halfling Rogue level 13
13rd Haze 122nd year of Ascendancy at 08:37 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sth the Halfling Rogue level 21
49th Pyre 123rd year of Ascendancy at 01:00 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sth the Halfling Rogue level 24
67th Pyre 123rd year of Ascendancy at 08:54 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sth the Halfling Rogue level 13
9th Decay 122nd year of Ascendancy at 15:51 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sth the Halfling Rogue level 13
76th Haze 122nd year of Ascendancy at 05:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sth the Halfling Rogue level 13
8th Decay 122nd year of Ascendancy at 07:50 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Sth the Halfling Rogue level 19
19th Pyre 123rd year of Ascendancy at 21:46 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sth the Halfling Rogue level 13
75th Haze 122nd year of Ascendancy at 20:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sth the Halfling Rogue level 12
58th Dusk 122nd year of Ascendancy at 23:23 see stats
Log
Sth performs a melee critical strike against Cave troll!
New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: length of troll intestine (1).
Sth hits Cave troll for 55 light, 0 arcane, 72 light, 179 darkness (306 total damage).
Sth killed Cave troll!
Borfast the Broken receives 127 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits Sth for 23 blight damage.
Forest wight receives 89 healing from Borfast the Broken's purging blight area effect.
Talent Heartseeker is ready to use.
Sth uses Heartseeker.
Sth performs a melee critical strike against Borfast the Broken!
Sth hits Borfast the Broken for 0 arcane, 67 light, 0 arcane, 71 darkness (139 total damage).
Borfast the Broken uses Shield Slam.
Sth evades Borfast the Broken.
Melee retaliation hits Borfast the Broken for (1 blocked), 0 fire, (1 blocked), 0 fire (0 total damage).
Borfast the Broken hits Sth for (16 parried), 34 physical, 105 physical, 81 physical, 141 physical (362 total damage).
Sth the level 24 halfling rogue was splattered to death by Borfast the Broken and offered to his dark Master on level 6 of Dreadfell.
You have 5 life(s) left.
Sth feels pain again.
Sth has regained its confidence.
Sth stops regenerating health quickly.
Sth is moving less freely.
Sth is no longer evading attacks.
Sth has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Borfast the Broken killed Sth!
Saving done.








































































































































