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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.7.0Adds a collection of my races. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Improved Auto-explore and Rest 1.7.2Quality 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. Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. Items Vault 1.7.6Donators/Buyers bonus! 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. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. 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:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release 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 Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum 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 | Insane Adventure |
| Sex | Male |
| Race | Legacied |
| Class | Demolisher |
| Level / Exp | 26 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Belyrima the multi-hued drake at level 22 on the 28th Dusk 122nd year of Ascendancy at 09:37 4 / 2Killed by Belyrima the multi-hued drake at level 23 on the 40th Dusk 122nd year of Ascendancy at 11:48 |
Primary Stats
| Strength | 41 (base 10) |
| Dexterity | 64 (base 38) |
| Constitution | 51 (base 30) |
| Magic | 12 (base 10) |
| Willpower | 29 (base 23) |
| Cunning | 100 (base 56) |
Resources
| Life | 516/516 |
| Hull | 1147/1147 |
| Steam | 126/126 |
| Healing Factor | 1.3440420460616 |
| Regeneration | 5.2646284216746 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.30255517253% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 64.292576378924 |
| See Invisible | 67.292576378924 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +5% |
| Fire | +5% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 68.54467418691 (50.377047151419%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 3.9649405766497 |
| Physical Save | 53 |
| Spell Save | 38 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 18%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 45% |
| Poison Resistance | 10% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlewagon | 1.70 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Steamtech / Piloting | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engine | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Pyromaniac | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Explosives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Drones | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Legacied | 1.40 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engineering | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Incinerator |
| talent | Gunner Drone |
| talent | Guardian Drone |
| talent | Droneslinger (Class Evolution) |
| talent | Drift Nozzles |
| beneficial effect | The target is coasting forward. Drifting |
| beneficial effect | The target is riding in a mechanical contraption. Steel Rider |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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. | 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. | 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: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belata, stealth (0 def, 10 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +6 Lck ----- def ----- Armour +10 Resists +5% arcane Stealth +6 Max.HP +5.00 Disarm- +20% Pinning- +10% ---------- misc Maximum hull: +15.00 A pair of boots made of leather. |
| Quiver | deadly pouch of dwarven-steel shots (16/16, 41-49 power, 3 apr) 3.0 T3 shot ammo [Ego] Master Power 41.0 - 49.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 While equipped: ---------- misc Talents +2 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Tempestseam, clarity2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% lightning Spell.save +18 (+7 eff.) Mind.save +14 (+5 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
| On head | hardened leather cap 'Silorianne', fortune (20 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex +4 Cun +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +2% Mind.crit +4% ----- def ----- Armour +3 Defense +20 (+4 eff.) Fatigue +3% Mind.save +6 (+2 eff.) Disease- +20% Confus- +10% Knockbk- +20% ---------- misc Light +3 A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Camoruivon', steady (30 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +8 Defense +30 (+6 eff.) Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -80.00 life Disarm- +25% ---------- misc Max.psi +20.00 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. |
| Tool | Anusta, iron.throne (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Resists +6% blight +6% temporal +3% lightning Crit.dmg- 5.00% Max.HP +6.00 Pinning- +20% ---------- misc Max.stam +17.00 Maximum hull: +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | Demongore the steel amulet, savior, cunning, dexterity0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +15% acid Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Phys.save +11 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +16 (+6 eff.) Amulets make your neck look great! |
| In main hand | iron steamsaw 'Abyssglory', resilience (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +8 acid On Hit.r1 +12 acid Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% acid +5% fire ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +4% Resists +6% acid Max.HP +10.00 ---------- misc Talents +1 Block Maximum hull: +32.00 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 | rough leather belt 'Polewyn', mystic1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Crit.dmg- 15.00% Mind.save +6 (+2 eff.) ---------- misc Infravis +3 See.Invis +3 A belt that goes around your waist. |
| In off hand | Hettodig, massacre (16-25 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex ----- def ----- Armour +3 Defense +14 (+3 eff.) Fatigue +4% Resists +4% physical ---------- 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! |
| Cloak | Adaba, resilient (1 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Apr +3 Melee Ret 2 physical ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +2% physical Max.HP +8.00 ---------- misc Maximum hull: +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brightreeve the hardened leather armour, toknor, natural_resilience, marauder (15 def, 25 armour) 9.0 T3 light armor [Random Unique] Disrupt/Master While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Dmg.mod +3% light Melee Ret 40 physical ----- def ----- Armour +25 Defense +15 (+3 eff.) Fatigue +9% Resists +21% nature +12% blight D.Red.from +7% Unnatural Phys.save +11 (+4 eff.) Poison- +10% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 150% / cooldown 100%)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 150% efficiency and cooldown mod of 100%. 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 159% / cooldown 59%)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 159% efficiency and cooldown mod of 59%. 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 170% / cooldown 91%)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 170% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 530%; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
ethereal rune of the psychic (power 15; resist 19%; move 46%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 46% faster, and you are invisible (power 15). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
protective stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 light 6 darkness Dmg.mod +6% light +9% darkness On Melee Ret: * 8% chance to reduce damage dealt by 22% * 9% chance to blind ----- def ----- Armour +4 Defense +9 (+2 eff.) Res.Cap +6% all Phys.save +19 (+7 eff.) Amulets make your neck look great! |
starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets make your neck look great! |
warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
Sleetquick, quick, phase, truestriking (44-67 power, 24 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +7.5% Atk.spd 100% Phasing +20% While equipped: Stats +7 Dex dps ---------- Phys.crit +5.0% Phys.spd +10% Dmg.mod +6% cold Res.pen +15% cold +14% physical Acc +55 (+13 eff.) Apr +14 Massive two-handed battleaxes. |
Aerarithra, massacre (14-19 power, 7 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% While equipped: ----- def ----- Armour +2 Defense +5 (+1 eff.) ---------- misc Stam/turn +1.00 Max.stam +20.00 Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
stralite dagger of evisceration (25-32 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+5 eff.) Sharp, short and deadly. |
truestriking stralite dagger of massacre (34-44 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 33.5 - 43.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +13 (+3 eff.) Apr +8 Sharp, short and deadly. |
truestriking stralite greatsword (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +24 (+6 eff.) Apr +13 Massive two-handed swords. |
Velynn the dragonbone longbow, fungal, caustic, cold4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 arcane +20 cold On Crit.r2 +45 acid +17 nature While equipped: Stats +3 Dex +9 Con dps ---------- Dmg.mod +24% cold Res.pen +21% acid +27% nature Apr +15 ----- def ----- Crit.dmg- 10.00% Spell.save +6 (+3 eff.) ---------- misc Light +3 Masteries +0.30 Wild-gift/Fungus Regenerate 188 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
quick stralite longsword of amnesia (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +17 (+4 eff.) Sharp, long, and deadly. |
stralite mace of disruption (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Disrupt Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Against +16% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
Halyfast the Scumsear, mighty4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 acid On Crit.r2 +8 nature +16 mind While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+5 eff.) Dmg.mod +9% mind Melee Ret 8 nature ----- def ----- Resists +6% acid ---------- misc Max.psi +50.00 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike reinforced leather sling4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
blighted dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +25 (+6 eff.) Dmg.mod +30% physical ---------- misc Vim/s.crit +3.00 Max.vim +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of breaching (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% temporal Res.pen +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Golden Gun4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
caustic dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +14 acid +23 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% acid +7% nature Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mayeldayana, dampening (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +8% acid +8% lightning +6% blight +8% fire +8% cold +3% all Spell.save +6 (+3 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! |
Tulerig, balanced (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Phasing +30% Uses 1.0 Steam While equipped: Stats +2 Dex dps ---------- Res.pen +25% physical Acc +6 (+1 eff.) ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +4% Disarm- +23% ---------- 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! |
iron steamsaw 'Airstreak', erosion (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Melee+ +7 nature +4 lightning On Crit.r2 +4 mind Uses 1.0 Steam While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +2% physical ---------- 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! |
rough leather belt 'Cameromikhad', insulate1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phasing +20% ----- def ----- Resists +9% acid +5% fire +6% cold ---------- misc Max.mana +20.00 Max.vim +10.00 See.Invis +9 A belt that goes around your waist. |
timebroken silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag +7 Wil dps ---------- Spell.crit +5% Spell.pwr +16 (+4 eff.) S.pwr/crit +3 Dmg.mod +14% arcane +9% temporal ----- def ----- Resists +13% all Silence- +35% ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Disease- +15% Silence- +25% Confus- +32% Stun/Frz- +34% ---------- misc Stam/turn +0.70 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
Searserpent, umbral (10 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Str dps ---------- Phys.crit +3.0% Crit.mult +20.00% Melee+ 18 darkness Dmg.mod +10% darkness Melee Ret 10 fire ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +5% Resists +14% darkness ---------- misc Stam/turn +3.00 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. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +24 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +26% 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. |
steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
Glowstreak the dwarven-steel helm, catburglar (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +3 Mag +4 Cun dps ---------- Spell.crit +5% Res.pen +15% light ----- def ----- Armour +4 Fatigue +4% Resists +18% darkness +18% light ---------- misc Mana/s.crit +2.00 Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gluthra the Satyrbender, miner (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Armour +3 Fatigue +1% Resists +9% nature ---------- misc Infravis +1 A hat made of leather. Very stylish. |
Malazor the Gleamdream, con (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +4 Con dps ---------- Crit.mult +20.00% S.pwr/crit +10 ----- def ----- Armour +3 Fatigue +3% Resists +6% light ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Light +3 A cap made of leather. |
grounding hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +10% cold +9% temporal ---------- misc Breathe water A hat made of leather. Very stylish. |
werebeast's hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +6 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
impenetrable dwarven-steel mail armour of the deep (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
impenetrable voratun mail armour of resilience (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +12% Max.HP +43.00 A suit of armour made of mail. |
prismatic stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% light +14% darkness +8% mind Mind.save +15 (+5 eff.) A suit of armour made of mail. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
enlightening reinforced leather armour of temporal resistance (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +18% temporal Mind.save +11 (+4 eff.) A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 10 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +8% Resists +7% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
marauder's reinforced leather armour of alacrity (18 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +4 Str +6 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +18 (+4 eff.) Fatigue +8% Phys.save +11 (+4 eff.) A suit of armour made of leather. |
multi-hued reinforced leather armour of resilience (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +7% acid +12% physical +9% cold +12% lightning +6% fire Max.HP +40.00 A suit of armour made of leather. |
living voratun shield of shrapnel (0 def, 10 armour, 201 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 145 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +13% nature +16% blight Max.HP +74.00 ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of yew arrows of torment (18/18, 48-68 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master/Psionic Power 48.5 - 67.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
63 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
6 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. |
Gleamrend, endurance (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% cold Res.pen +20% light +5% cold ----- def ----- Fatigue -5% Resists +3% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Torynarirain, health2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +3 Dex dps ---------- Melee Ret 2 mind ----- def ----- Resists +3% acid Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 150 Puts Talent Medical Injector on 13 cooldown Medical salve. |
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. |
Barulekath the Lustrehunger, grasping (19/19, 34-41 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +20 light On Crit.r2 +20 light On Hit: * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns While equipped: Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of paradox (13/13, 30-36 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 13 Ranged+ +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of grasping (8/23, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +12 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 166 physical damage Shots are used with slings to pummel your foes to death. |
yew totem of healing 'Singeoblivion', soothing, healing [power 284] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Dex +10 Cun dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +15% fire Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 13 cooldown 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
17 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. |
piercing elven-wood wand of clairvoyance [power 12] (13 cooldown)2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Batmobil the Legacied Demolisher level 25
44th Dusk 122nd year of Ascendancy at 20:30 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Batmobil the Legacied Demolisher level 21
26th Dusk 122nd year of Ascendancy at 21:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Batmobil the Legacied Demolisher level 10
5th Mirth 122nd year of Ascendancy at 00:13 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Batmobil the Legacied Demolisher level 20
17th Dusk 122nd year of Ascendancy at 03:00 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Batmobil the Legacied Demolisher level 24
42nd Dusk 122nd year of Ascendancy at 07:37 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Batmobil the Legacied Demolisher level 21
26th Dusk 122nd year of Ascendancy at 17:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Batmobil the Legacied Demolisher level 16
10th Flare 122nd year of Ascendancy at 19:30 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Batmobil the Legacied Demolisher level 22
40th Dusk 122nd year of Ascendancy at 10:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Batmobil the Legacied Demolisher level 10
5th Mirth 122nd year of Ascendancy at 14:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Batmobil the Legacied Demolisher level 13
4th Flare 122nd year of Ascendancy at 18:49 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Batmobil the Legacied Demolisher level 22
40th Dusk 122nd year of Ascendancy at 04:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Batmobil the Legacied Demolisher level 16
10th Flare 122nd year of Ascendancy at 22:44 see stats
Log
Batmobil picks up (n.): truestriking stralite dagger of massacre (34-44 power, 9 apr).
Batmobil picks up (n.): stralite dagger of evisceration (25-32 power, 9 apr).
Batmobil picks up (O.): prismatic stralite mail armour of clarity (4 def, 8 armour).
Batmobil picks up (p.): truestriking stralite greatsword (50-81 power, 3 apr).
Batmobil picks up (V.): deadly quiver of yew arrows of torment (18/18, 48-68 power, 10 apr).
Batmobil picks up ( .): piercing elven-wood wand of clairvoyance [power 12] (13 cooldown).
Batmobil picks up (T.): marauder's reinforced leather armour of alacrity (18 def, 7 armour).
Batmobil picks up (k.): Sleetquick, quick, phase, truestriking (44-67 power, 24 apr).
Batmobil's is no longer blazing.
Corrupted ogre rune-spinner receives 5 healing from Devouring flames from Corrupted ogre rune-spinner.
Bleeding from Corrupted ogre rune-spinner hits Batmobil for (37 to reinforced hull), (0 guarded), 0 physical (0 total damage).
Batmobil stops bleeding.
Talent Rev Up is ready to use.
Resting starts...
Batmobil stops regenerating health quickly.
Talent Desperate Vigor is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Steel Rider is ready to use.
Talent Will of the Nargol is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Batmobil picks up (G.): undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
There is a next level here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).











































































































