









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 1.7.2This 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 Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 28 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 28 on the 65th Haze 122nd year of Ascendancy at 09:17 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 62 (base 45) |
| Magic | 63 (base 60) |
| Willpower | 10 (base 10) |
| Cunning | 45 (base 21) |
Resources
| Mana | 142/262 |
| Vim | 208/208 |
| Life | -148/578 |
| Steam | 100/100 |
| Insanity | 17/100 |
| Healing Factor | 1.6598029716162 |
| Regeneration | 5.3943596577526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 15 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 32 |
| Crit Chance | 24% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Temporal | +8% |
| Nature | +9% |
| Lightning | +39% |
| Fire | +42% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Darkness | +10% |
| Fire | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 55.031331185133 (40.65183292883%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 42%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 32%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Silence Resistance | 55% |
| Disarm Resistance | 32% |
| Knockback Resistance | 32% |
| Confusion Resistance | 12% |
| Stun Resistance | 90% |
| Pinning Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 55% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 586% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 399 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| beneficial effect | Increases spell critical chance by 2%. At 5 stacks, next Nether spell is empowered. 1 Halo of Ruin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 4 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 lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. * You've found the needed black mamba head. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Alirim' (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% lightning +6% temporal +3% mind +1% physical Die.at -20.00 life A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of clarity1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Blind- +35% Confus- +12% ---------- misc Light +7 See.Stealth +15 See.Invis +19 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +6 Cun +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Mind.save +9 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | powerful steel torque of psionic shield [power 51] (16/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Dmg.mod +15% lightning +21% fire Res.pen +15% fire Acc +9 (+5 eff.) ----- def ----- Resists +19% acid +14% fire +22% lightning +20% cold Max.HP +31.00 Disarm- +32% Pinning- +29% Stun/Frz- +30% Knockbk- +32% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +9% nature +18% lightning Res.pen +15% nature Acc +12 (+6 eff.) Apr +8 Melee Ret 6 lightning ----- def ----- Defense +12 (+4 eff.) Silence- +35% Stun/Frz- +30% ---------- misc Mana/turn +0.15 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Scorchrune1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire ----- def ----- Resists +10% fire +11% cold Max.HP +40.00 Heal.mod +10% Blind- +20% Silence- +20% A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Galenigh' (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +8.0% Spell.crit +7% Phys.pwr +9 (+5 eff.) Spell.pwr +30 (+10 eff.) Dmg.mod +6% lightning +30% darkness Acc +8 (+4 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +12% lightning +6% fire +6% darkness HP.reg +1.00 Heal.mod +22% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 103.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | The Untouchable (14 def, 24 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 30 physical ----- def ----- Armour +24 Defense +14 (+4 eff.) Fatigue +1% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Eilinoma the cashmere cloak (11 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +4 Defense +11 (+3 eff.) Resists +12% darkness +9% cold Crit.dmg- 10.00% Phys.save +14 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 130% / cooldown 81%)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 130% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 148% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the titan (die at -414; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -414 life. The duration and life will increase by 1% for every 1% life you have lost (currently 935 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 149; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 149.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 241; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 151; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 151 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 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: Black Light Emitter0.1 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: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 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. |
3 schematic: Lightning Coil0.1 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: Mana Coil0.1 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. |
2 schematic: Rustproof 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. |
2 schematic: Second Skin0.1 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: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof 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. |
schematic: Winterchill Edge0.1 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. |
Rhegorn0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +5 Mag +7 Wil dps ---------- Melee Ret 6 mind ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 Masteries +0.26 Steamtech/Physics Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (151). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
insulating copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 162 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's gold ring of time (+15%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% temporal ----- def ----- Defense +6 (+2 eff.) Resists +15% temporal Rings make your fingers look great! |
savage's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) Blind- +23% ---------- misc Max.stam +18.00 Infravis +3 See.Stealth +5 See.Invis +11 Rings make your fingers look great! |
treant's stralite ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +8% nature +7% blight Poison- +14% Disease- +14% Rings make your fingers look great! |
stormbringer's dwarven-steel dagger of daylight (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Nature Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light Against +10% Undead On Crit.r2 +16 lightning +18 cold While equipped: dps ---------- Mov.spd +27% Res.pen +10% lightning +9% cold Sharp, short and deadly. |
Heatpassion (5-6 power, 25 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +3.0% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +2 Con dps ---------- Mind.crit +6% Mind.pwr +4 (+2 eff.) Res.pen +5% fire ----- def ----- Resists +6% cold +4% physical ---------- misc Stam/turn +3.00 Hate/m.crit +3.00 Psi/m.crit +3.00 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. |
thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 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. |
thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 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. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Xossra the cured leather sling4.0 T2 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 While equipped: Stats +7 Mag dps ---------- Dmg.mod +18% acid Melee Ret 8 acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.20 Max.hate +8.00 Slings are used to hurl stones or metal shots at your foes. |
noble's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +4 (+2 eff.) Against +17% Summoned ----- def ----- D.Red.from +16% Summoned Phys.save +6 (+3 eff.) A belt that goes around your waist. |
noble's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +3 Cun dps ---------- Spell.crit +3% Dmg.mod +10% blight Against +18% Summoned ----- def ----- D.Red.from +19% Summoned A belt that goes around your waist. It was corrupted by the digestive sack. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 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 'Bleaksting' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +6% mind +9% darkness Res.pen +5% cold ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 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 Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverreek the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Dmg.mod +3% cold +10% darkness +3% arcane ----- def ----- Resists +15% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
alchemist's drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +7 Wil +5 Con dps ---------- Melee+ 5 acid 4 fire 6 cold 5 lightning ----- def ----- Armour +3 Disarm- +24% ---------- misc Masteries +0.20 Technique/Grappling 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. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Wil +3 Con ----- def ----- Armour +2 Fatigue +3% Disarm- +22% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.17 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisessra the Cinderfame (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire +15% darkness +13% cold Res.pen +25% mind On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +2 (+0 eff.) Resists +19% cold A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Vorimira (2 def, 12 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil +4 Con dps ---------- Spell.crit +4% Crit.mult +20.00% Dmg.mod +12% arcane Melee Ret 4 physical ----- def ----- Armour +12 Defense +2 (+0 eff.) ---------- misc Max.stam +20.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
bladed hardened leather hat of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 68.0 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid Mind.save +13 (+7 eff.) A suit of armour made of mail. |
enlightening reinforced leather armour of thunder (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Psionic While equipped: Stats +4 Str +7 Mag +11 Wil +3 Cun dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +6% Phys.pwr +12 (+6 eff.) Spell.pwr +14 (+5 eff.) Mind.pwr +18 (+9 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +14% lightning Mind.save +14 (+7 eff.) A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
101 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. |
2 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. |
5 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
10 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorurin the Cobraquill (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+4 eff.) Dmg.mod +12% nature +18% mind Apr +6 ---------- misc Psi/ret +0.08 Max.hate +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 22 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Adaleba' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Phasing +30% Melee Ret 2 blight ----- def ----- Fatigue -4% ---------- misc Equi/ret +0.04 Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
brass lantern 'Bogqueen'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Res.pen +5% nature Melee Ret 2 mind ----- def ----- Max.HP +40.00 ---------- misc Max.hate +2.00 Light +4 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 alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +49.00 ---------- misc Light +7 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. |
7 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 113% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
deadly pouch of steel shots of paradox (16/17, 26-32 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +8 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
focusing iron torque of mindblast [power 105] (16/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (16/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 225] (16/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 176] (16/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of healing [power 248] (16/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
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. |
3 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. |
3 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
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Nihliem the Cornac Cultist of Entropy level 18
20th Dusk 122nd year of Ascendancy at 20:27 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nihliem the Cornac Cultist of Entropy level 11
2nd Flare 122nd year of Ascendancy at 17:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nihliem the Cornac Cultist of Entropy level 20
14th Haze 122nd year of Ascendancy at 12:17 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Nihliem the Cornac Cultist of Entropy level 24
56th Haze 122nd year of Ascendancy at 07:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nihliem the Cornac Cultist of Entropy level 10
5th Mirth 122nd year of Ascendancy at 12:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nihliem the Cornac Cultist of Entropy level 20
25th Dusk 122nd year of Ascendancy at 04:44 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Nihliem the Cornac Cultist of Entropy level 20
66th Dusk 122nd year of Ascendancy at 06:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nihliem the Cornac Cultist of Entropy level 8
1st Mirth 122nd year of Ascendancy at 20:38 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nihliem the Cornac Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 04:44 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nihliem the Cornac Cultist of Entropy level 18
21st Dusk 122nd year of Ascendancy at 06:34 see stats
Log
Ghoul receives 83 healing from Ghoulking's purging blight area effect.
Lord of Skulls (warrior) receives 61 healing from Ghoulking's purging blight area effect.
Ghoul receives 41 healing from Ghoul's purging blight area effect.
Ghoulking receives 41 healing from Ghoul's purging blight area effect.
Elder vampire receives 61 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Hallucination for 21 blight damage.
Ghoul's purging blight area effect hits Nihliem for (33 absorbed), 0 blight (0 total damage).
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Ghoulking hits Hallucination for 37 physical damage.
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Nihliem loses 9 health to the entropy.
The protective shield of Nihliem disappears.
Rotting Disease from Elder vampire hits Nihliem for (17 absorbed), 0 blight (0 total damage).
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Lord of Skulls (warrior) uses Giant Leap.
Your shield crumbles under the damage!
The shield around Nihliem crumbles.
Nihliem casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Skeleton mage casts Manathrust.
Nihliem is recovering from the damage!
Lord of Skulls (warrior) hits Nihliem for (57 absorbed), 132 physical, 7 acid, 16 fire (155 total damage).
Skeleton mage hits Nihliem for 196 arcane damage.
Melee retaliation hits Lord of Skulls (warrior) for (6 absorbed), 0 lightning, (20 absorbed), 0 physical (0 total damage).
Lord of Skulls (warrior) uses Overpower.
Lord of Skulls (warrior) hits Nihliem for 101 physical, 7 acid, 16 fire, 43 physical, 9 acid, 0 fire, 10 fire, 40 physical, 0 acid, 19 fire, 10 fire (255 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (6 absorbed), 0 lightning, (20 absorbed), 0 physical, (6 absorbed), 0 lightning, (20 absorbed), 0 physical, (6 absorbed), 0 lightning, (20 absorbed), 0 physical (0 total damage).
Nihliem the level 28 cornac cultist of entropy was scorched to death by a Lord of Skulls (warrior) on level 9 of Dreadfell.





























































































































