













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.5.0Donators/Buyers bonus! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 22 / 37% |
| Size | big |
| Lifes / Deaths | Killed by dredgling at level 22 on the 11st Haze 122nd year of Ascendancy at 22:49 / 1 |
Primary Stats
| Strength | 61 (base 51) |
| Dexterity | 21 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 51 (base 41) |
| Willpower | 19 (base 12) |
| Cunning | 24 (base 12) |
Resources
| Steam | 100/100 |
| Equilibrium | 75 |
| Vim | 2/184 |
| Life | -138/727 |
| Psi | 75/109 |
| Stamina | 183/206 |
| Paradox | 621 |
| Healing Factor | 1.5763874345549 |
| Regeneration | 103.02007162303 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +191.89666659307% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +12% |
| Nature | +12% |
| Fire | +61% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Arcane | +5% |
| Fire | +30% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 67.36174050493 (81.694915254237%) |
| Defense | 34 |
| Ranged Defense | 42 |
| Fatigue | 43 |
| Physical Save | 51 |
| Spell Save | 24 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 63%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 21%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
Inscriptions (3/3)
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Saw Wheels |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is losing one sustain per turn. Entropy |
| beneficial effect | A flow of life spins around the target, regenerating 59.70 life per turn. Regeneration |
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 lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' 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 minotaur nose. * You've found the needed orc heart. * You've found the needed xorn fragment. 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 red crystal shard. * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within18 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
| Psionic focus | steel steamsaw 'Belirethel' (109% power, 8 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 lightning Res.pen +10% mind Acc +8 (+3 eff.) Melee Ret 13 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +19% cold +12% physical Phys.save +30 (+10 eff.) ---------- misc Talents +1 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! |
| On hands | Greenfury (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 fire Dmg.mod +7% fire Acc +5 (+2 eff.) On Hit (Melee): * Slows global speed by 15% * 10 arcane resource burn ----- def ----- Armour +2 Resists +7% fire Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) HP.reg +3.20 Disarm- +26% ---------- misc Stam/turn +0.50 Psi/turn +0.13 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 134.70 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.70 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Puregash the iron helm (0 def, 3 armour) 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +18% fire Acc +1 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% Resists +12% fire +3% nature +6% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Halildir the pair of hardened leather boots (3 def, 15 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +9.00% ----- def ----- Armour +15 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% Phys.save +20 (+7 eff.) HP.reg +0.20 ---------- misc Stam/turn +0.80 Max.stam +20.00 A pair of boots made of leather. |
| Tool | steel torque of kinetic psionic shield 'Arutira' [power 49] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Die.at -80.00 life Disease- +10% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ashhunger the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% Dmg.mod +30% fire Res.pen +20% fire ----- def ----- Fatigue -5% Resists +6% fire ---------- misc Max.enc +26 Vim/ret +1.00 Rings can have magical properties. |
| On fingers | Lisiramira the Burnmoon 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +8 (+4 eff.) Resists +9% blight +18% fire +5% arcane +3% light ---------- misc Vim/ret +1.00 Rings can have magical properties. |
| Around neck | Emabrena the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex ----- def ----- Armour +4 Resists +33% lightning Phys.save +3 (+1 eff.) Stun/Frz- +57% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
| In main hand | Smoldermaster the voratun steamsaw (152% power, 25 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +90 Melee+ +4 fire On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% arcane +10% fire Melee Ret 16 nature ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +14% nature +15% blight Max.HP +140.00 ---------- misc Talents +3 Flame Bolts +3 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! |
| Around waist | Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -12% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +30 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | corrosive dwarven-steel shield of fire resistance (+13%) (8 def, 2 armour, 84 block) 7.0 T3 shield armor [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +13% acid +38% fire Dmg.red +11 fire ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Dayreaper the cashmere cloak (8 def, 6 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Apr +4 ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +6 (+2 eff.) Resists +15% cold +6% light +15% nature Die.at -40.00 life HP.reg +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glimmerwarden (5 def, 11 armour) 17.0 T3 massive armor [Rare] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +12% light +6% lightning Res.pen +10% light Melee Ret 12 light ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +6% light Max.HP +61.00 HP.reg +1.20 Heal.mod +19% ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 81% / cooldown 73%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 106% / cooldown 74%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 99% / cooldown 61%)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 99% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 152% / cooldown 53%)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 152% efficiency and cooldown mod of 53%. 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 sneak (efficiency 123% / cooldown 90%)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 123% efficiency and cooldown mod of 90%. 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 titan (efficiency 110% / cooldown 64%)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 110% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 198)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 275 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical)0.1 T1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 9; dur 23; see horror)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 26) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any horror around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Rocket Boots0.1 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. |
steel amulet 'Elemima'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +18% mind +6% arcane Res.pen +20% mind ----- def ----- Mind.save +6 (+3 eff.) Heal/summ +30 ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
steel amulet 'Gegamina'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str ----- def ----- Resists +6% lightning +2% physical +6% nature Mind.save +30 (+15 eff.) Disease- +10% Confus- +20% Amulets can have magical properties. |
Cyreldawyn the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% blight +12% mind +12% nature Poison- +10% Disease- +11% ---------- misc Vim/ret +0.00 Rings can have magical properties. |
Silewe0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +15% nature ----- def ----- Fatigue -8% Resists +30% nature ---------- misc Vim/ret +0.00 Light +3 Infravis +2 Telepathy Dragon Rings can have magical properties. |
sneakthief's steel ring of light (+20%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +10% light Acc +6 (+2 eff.) ----- def ----- Resists +20% light Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
dwarven-steel greatsword of erosion (150% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature Power 150% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature +14 temporal Massive two-handed swords. |
Arogabeth the Gloomknave (111% power, 2 apr)3.0 T1 longsword 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.4x Uses 100% Str Dmg Blight Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +18 insidious poison On Hit: * 40% chance to cause random gloom On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing While equipped: Stats +2 Con +1 Wil dps ---------- Phys.crit +6.0% Phys.pwr +13 (+4 eff.) Res.pen +6% physical On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% blight Disarm- +14% ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major Sharp, long, and deadly. |
Mayyriana the iron mace (110% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Res.pen +7% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +2% physical Die.at -40.00 life Blunt and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Fire Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Sileriama the Glowviper (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +24 physical While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +9% physical Res.pen +15% light +3% physical ----- def ----- Resists +4% physical Die.at -80.00 life 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. |
blooming mossy mindstar of the jelly (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid ----- def ----- Heal.mod +14% Heal/summ +11 ---------- 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. |
Heatpierce the yew vilestaff (124% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 124% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil +3 Mag dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +13 (+6 eff.) Dmg.mod +20% fire Melee Ret 16 fire ----- def ----- Fatigue -6% ---------- misc Mana/turn +0.23 Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (124% power, 4 apr, fire element) 5.0 T3 staff 2H weapon [Unique] Arcane Power 124% Range: 1.2x Uses 150% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+5 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +3 Flame Bolts +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
elm starstaff 'Sewer's kiss' (104% power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Nature Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +24 mind While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) Dmg.mod +10% light Res.pen +15% mind Melee Ret 20 mind ----- def ----- Resists +9% nature HP.reg +0.70 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of blasting (115% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +11 (+5 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.14 Max.mana +33.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 33.13 to 39.76 darkness damage in a radius 3 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
Radhygochik4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Nature/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con dps ---------- Crit.mult +15.00% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +20.00 Infravis +2 Masteries +0.10 Wild-gift/Fungus Regenerate 100 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Abyssripper (103% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Melee+ +7 blight On Hit.r1 +4 fire On Hit: * 6% chance to disease Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +4% Resists +6% blight Die.at -80.00 life Cut- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 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! |
Ragihek the steel steamsaw (110% power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Melee+ +18 insidious poison Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Hate/m.crit +4.00 Talents +1 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! |
iron steamsaw 'Nooncrypt' (104% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% mind +9% light ---------- misc Talents +1 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! |
Samarominik1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +6 Wil +4 Cun +1 Con dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) ----- def ----- Crit.dmg- 15.00% A belt that goes around your waist. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 Max.HP +33.00 A belt that goes around your waist. |
nightruned rough leather belt of resilience1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +6% darkness Max.HP +32.00 A belt that goes around your waist. |
rough leather belt 'Belosemina'1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue -5% Resists +6% fire +3% cold Pinning- +5% ---------- misc Max.enc +20 A belt that goes around your waist. |
Olukhad the Curebearer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +18% darkness Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% darkness Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
slimy woollen robe of frost (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% cold On Melee Ret: * Slows global speed by 4% * 4 arcane resource burn ----- def ----- Resists +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of frost (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature +12% cold ----- def ----- Resists +18% cold Poison- +21% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastsaw the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +6 Cun +5 Con dps ---------- Mind.crit +3% Dmg.mod +6% mind +6% physical Res.pen +20% lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.08 Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Brightborn (3 def, 5 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +5 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +9% light +6% cold Mind.save +6 (+3 eff.) Confus- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustrepride (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +20% blight +3% light Phys.save +6 (+2 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
Polytta the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Melee Ret 8 physical ----- def ----- Armour +3 Fatigue -3% Phys.save +26 (+9 eff.) Max.HP +50.00 Heal.mod +20% ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ragonarileg the Poxblack (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +9% light +6% darkness ---------- misc Stam/turn +0.90 Max.stam +19.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
dreamer's pair of rough leather boots of uncanny dodging (4 def, 1 armour)2.0 T1 feet armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +1 Defense +4 (+2 eff.) Rng.Def +2 (+0 eff.) Fatigue +1% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
miner's pair of iron boots of tirelessness (0 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of uncanny dodging (3 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindleraider (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% fire Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boruntir the Charraze (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +0 (+0 eff.) Melee Ret 4 fire ----- def ----- Armour +5 Fatigue +5% Blind- +5% Disease- +5% Stun/Frz- +20% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layyra the Oozebone (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +15% nature +15% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Venomstrider the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +1% Resists +15% mind ---------- misc Infravis +2 A cap made of leather. |
rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Gatira the steel mail armour (2 def, 10 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +9.00% Melee Ret 16 physical ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +14% Resists +21% fire ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
radiant steel mail armour of command (9 def, 10 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +12% blight +13% darkness Mind.save +12 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Umbravault of the Blightspawn (12 def, 6 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +5 Str +8 Dex dps ---------- Spell.crit +3% S.pwr/crit +4 Mov.spd +20% Dmg.mod +3% light Phasing +20% On Hit (Melee): * 15% chance to blind On Melee Ret: * 23% chance to inflict 15% damage reduction * 20% chance to disease ----- def ----- Armour +6 Defense +12 (+6 eff.) Rng.Def +7 (+2 eff.) Fatigue +8% Resists +22% acid Phys.save +9 (+3 eff.) A suit of armour made of leather. |
Chargasher (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +6% fire Res.pen +15% fire ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +16% cold A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
insidious quiver of ash arrows (19/19, 128% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 128% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +21 insidious poison Arrows are used with bows to pierce your foes to death. |
2 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. |
417 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
demon seed [fire imp] (level 23, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 23, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +22% fire Dmg.red +12 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 25, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 15, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 21, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 22, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 23, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 27, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Yvyldassra the Festermight (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +6% arcane +9% nature Res.pen +15% nature Acc +4 (+2 eff.) ----- def ----- Resists +5% arcane ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xanoba2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +10% acid Melee Ret 4 mind ---------- misc Equi/ret +0.16 Hate/m.crit +3.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of 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. |
insidious pouch of steel shots (12/20, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +14 insidious poison Shots are used with slings to pummel your foes to death. |
Burnpall [power 2] (10 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +10% fire ----- def ----- Resists +21% fire Mind.save +3 (+1 eff.) ---------- misc Wards +1 physical +2 mind +3 darkness Talents +1 Ward Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield 'Githa' [power 27] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% lightning +9% mind Phys.save +12 (+4 eff.) Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
4 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. |
bright yew wand of conjuration [power 241] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 120 to 241 Puts all charms on 10 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DoomMari the Ogre Adventurer level 15
42nd Dusk 122nd year of Ascendancy at 13:13 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By DoomMari the Ogre Adventurer level 22
11st Haze 122nd year of Ascendancy at 10:39 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By DoomMari the Ogre Adventurer level 10
8th Dusk 122nd year of Ascendancy at 10:25 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By DoomMari the Ogre Adventurer level 20
6th Haze 122nd year of Ascendancy at 10:30 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By DoomMari the Ogre Adventurer level 17
61st Dusk 122nd year of Ascendancy at 19:01 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By DoomMari the Ogre Adventurer level 5
4th Mirth 122nd year of Ascendancy at 06:11 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By DoomMari the Ogre Adventurer level 6
2nd Summertide 122nd year of Ascendancy at 16:10 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By DoomMari the Ogre Adventurer level 21
9th Haze 122nd year of Ascendancy at 13:39 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By DoomMari the Ogre Adventurer level 16
51st Dusk 122nd year of Ascendancy at 21:51 see stats
Log
DoomMari speeds up.
DoomMari is cured!
DoomMari receives 155 healing.
Nerubrewyn the corrupted mastocytic feeder casts Channel Staff.
Nerubrewyn the corrupted mastocytic feeder's Channel Staff hits DoomMari for 54 blight damage.
Dredgling casts Dust to Dust.
Dredgling hits Dredge captain for 30 temporal, 59 physical (89 total damage).
Dredgling hits DoomMari for 61 temporal, 54 physical (115 total damage).
Dredge captain misses DoomMari.
DoomMari stops wasting away.
DoomMari is no longer illuminated.
DoomMari activates Saw Wheels.
Corrupted plasmic disruptor uses Slime Spit.
Nerubrewyn the corrupted mastocytic feeder casts Channel Staff.
DoomMari resists the knockback!
Golem (servant of Nerubrewyn the corrupted mastocytic feeder) hits DoomMari for 11 physical damage.
DoomMari hits Golem (servant of Nerubrewyn the corrupted mastocytic feeder) for 12 light, 12 lightning, 14 nature (38 total damage).
Golem (servant of Nerubrewyn the corrupted mastocytic feeder) resists the blinding light!
Dredge captain slows down.
Dredge captain is no longer illuminated.
Dredge captain recovers sight.
Dredgling is no longer illuminated.
Dredge is no longer illuminated.
Dredgling is no longer illuminated.
Something hits DoomMari for 155 light damage.
Nerubrewyn the corrupted mastocytic feeder's Channel Staff hits DoomMari for 52 blight damage.
Dredgling casts Dust to Dust.
Saving game...




























































































































