Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 30 / 50% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 13) |
Dexterity | 50 (base 22) |
Constitution | 60 (base 12) |
Magic | 39 (base 12) |
Willpower | 110.2200072289 (base 60) |
Cunning | 91.220007228902 (base 46) |
Resources
Hate | 64/100 |
Equilibrium | 58 |
Life | 1059/1059 |
Stamina | 422/458 |
Psi | 519/519 |
Healing Factor | 1.4500507772246 |
Regeneration | 58.006010421411 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +133.3024346585% |
Vision
Sight | 10 |
Lite | -990 |
Infravision | 6 |
See Stealth | 61.105249526712 |
See Invisible | 61.105249526712 |
Stealth | 51 |
Offense: Mainhand
Damage | 101 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 58 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Acid | +26% |
Nature | +15% |
Mind | +46% |
Darkness | +3% |
Arcane | +3% |
Cold | +49% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Cold | +10% |
Arcane | +10% |
Mind | +40% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 46 (78.304188961773%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 60.75 |
Spell Save | 58.8 |
Mental Save | 64 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 22%( 70%) |
Physical | + 22%( 70%) |
Cold | + 45%( 70%) |
All | + 22%( 70%) |
Lightning | + 22%( 70%) |
Light | + 40%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 37%( 70%) |
Fire | + 33%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 41% |
Confusion Resistance | 10% |
Knockback Resistance | 25% |
Pinning Resistance | 28% |
Poison Resistance | 41% |
Blind Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Psychic Assault | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Savage Hunter |
talent | Beyond the Flesh |
talent | Stealth |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.0 and stamina regeneration by 1.7. Soothing Darkness |
beneficial effect | Hunting: Marked Prey- The Divine Writhing Mass - Betowen the corrupted mastocytic feeder 10% Received damage reduction against: - Blob |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+33% global speed). Clarity |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 112. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 pouch of faeros ash. * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. 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. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. 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 skeleton mage skull. * You've found the needed green worm. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
On hands | voratun gauntlets 'Torytir' (0 def, 3 armour) voratun gauntlets 'Torytir' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +5 Cun +2 Con dps ---------- Melee+ 9 cold Dmg.mod +6% mind +8% cold Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Armour +3 Fatigue +5% Resists +10% cold ---------- misc Light +3 Unarmed combat: Power 151% Range: 1.4x Uses 43% Wil, 83% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 ice On Hit: 10% Ice Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Light source | Salawen the Rimetorrent Salawen the Rimetorrent2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% mind +10% cold Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Resists +9% light Max.HP +43.00 ---------- 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. |
On head | Hettuhir (5 def, 13 armour) Hettuhir (5 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Apr +4 ----- def ----- Armour +13 Defense +5 (+1 eff.) Fatigue +3% Resists +3% mind +4% all Phys.save +8 (+1 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 A cap made of leather. |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | Phlegmrock [power 210] (15 cooldown) Phlegmrock [power 210] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 67% ---------- misc Max.psi +20.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Puts all charms on 15 cooldown 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
On fingers | savior's gold ring of life savior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +8 (+1 eff.) Spell.save +11 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +55.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | psionicist's gold ring of tenacity psionicist's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Max.HP +28.00 Disarm- +23% Pinning- +28% Knockbk- +25% Rings make your fingers look great! |
Around neck | Greenrot the stralite amulet Greenrot the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Mag +9 Con dps ---------- Melee Ret 4 blight 8 nature On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Resists +12% nature Phys.save +9 (+2 eff.) Max.HP +69.00 HP.reg +9.00 Amulets make your neck look great! |
In main hand | Psionic Fury (104% power, 42 apr, mind damage) Psionic Fury (104% power, 42 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 87% Wil, 52% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +42 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +8% Mind.pwr +17 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 362.66 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. This item has been sent to the Item's Vault. |
Around waist | Shinenail Shinenail1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% arcane Res.pen +10% mind +10% arcane Against +15% Summoned ----- def ----- Resists +6% mind D.Red.from +16% Summoned ---------- misc Light +3 A belt that goes around your waist. |
In off hand | horrifying pulsing mindstar of venom (108% power, 54 apr, mind damage) horrifying pulsing mindstar of venom (108% power, 54 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 108% Range: 1.1x Uses 87% Wil, 52% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +54 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+4 eff.) Melee+ 6 acid 7 mind 7 darkness Dmg.mod +11% acid +4% mind +3% darkness Res.pen +10% acid ----- def ----- Resists +4% acid HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | marshal's cashmere cloak of fog (7 def, 0 armour) marshal's cashmere cloak of fog (7 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +7 (+2 eff.) Resists +14% light +14% fire Phys.save +7 (+1 eff.) Stealth +8 Max.HP +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 80% / cooldown 75%) medical injector implant (efficiency 80% / cooldown 75%)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 80% efficiency and cooldown mod of 75%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 154% / cooldown 82%) medical injector implant of the wizard (efficiency 154% / cooldown 82%)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 154% efficiency and cooldown mod of 82%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 271; cd 11) healing infusion of the psychic (heal 271; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -564; dur 7; cd 32) heroism infusion of the duelist (die at -564; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -564 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 564 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 566%; cd 15) movement infusion of the warrior (speed 566%; 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 566% 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. |
regeneration infusion of the titan (heal 533; 14 cd) regeneration infusion of the titan (heal 533; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 37%; mental; dur 3; cd 14) wild infusion of the psychic (res 37%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Phial of the Ultimate Bearness Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
blink rune of the sneak (range 8; phase 24; cd 10) blink rune of the sneak (range 8; phase 24; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement 3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun 5 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Brighttrail Brighttrail0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% temporal +3% light +6% darkness HP.reg +6.00 Heal.mod +15% Pinning- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 228 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding steel amulet of healing grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +13% Cut- +50% Stun/Frz- +24% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 436 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet of murder serendipitous steel amulet of murder0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Lck dps ---------- Crit.mult +11.00% Acc +13 (+3 eff.) Apr +14 ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
steel amulet 'Boltidol' steel amulet 'Boltidol'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning +6% mind Res.pen +20% lightning +20% mind +5% acid ----- def ----- Fatigue -6% Resists +6% mind HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Demonqueller the gold ring Demonqueller the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Mag +2 Wil +3 Con dps ---------- Res.pen +5% lightning ----- def ----- Fatigue -6% Resists +9% darkness ---------- misc Max.enc +24 Rings make your fingers look great! |
Gilokalthokhad the Pitchviper Gilokalthokhad the Pitchviper0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +12% darkness +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +42% lightning +9% darkness +12% blight Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 31.16 cold and 21.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +3% physical Acc +42 (+11 eff.) Apr +10 ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue -6% Die.at -20.00 life Blind- +25% ---------- misc Max.enc +25 Infravis +4 See.Stealth +7 See.Invis +10 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of life copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
rogue's copper ring of fire (+20%) rogue's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +6 (+2 eff.) Resists +20% fire Rings make your fingers look great! |
savage's copper ring of the mind (+10%) savage's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +11 (+3 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
sneakthief's stralite ring of clarity sneakthief's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +29% Rings make your fingers look great! |
Yviwen the Woemaim (176% power, 3 apr) Yviwen the Woemaim (176% power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 176% Range: 1.6x Uses 129% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +8 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 49 damage While equipped: dps ---------- Dmg.mod +3% blight Res.pen +20% blight +16% all Acc +17 (+4 eff.) Apr +14 Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 Massive two-handed swords. |
horrifying thorny mindstar of life (96% power, 24 apr, mind damage) horrifying thorny mindstar of life (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 mind 5 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Max.HP +18.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Broderand the dragonbone vilestaff (154% power, 6 apr, darkness element) Broderand the dragonbone vilestaff (154% power, 6 apr, darkness element)5.0 T5 staff 1H weapon Reqs Mag 48 [Rare] Master Power 155% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +30% darkness ----- def ----- Armour +16 Resists +12% nature Crit.chn- 10.00% HP.reg +2.00 Cut- +10% Stun/Frz- +20% Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nimbuswrecker Nimbuswrecker1.0 T5 belt armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.pwr +7 (+2 eff.) Melee Ret 2 lightning ----- def ----- Resists +18% lightning +15% fire +6% mind +12% cold Phys.save +11 (+2 eff.) Spell.save +3 (+1 eff.) Max.HP +80.00 A belt that goes around your waist. |
Salotira (1 def, 0 armour) Salotira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Acc +30 (+8 eff.) On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Defense +1 (+0 eff.) Resists +6% light +6% fire Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Bleakstreak (0 def, 9 armour) Bleakstreak (0 def, 9 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +9 Resists +6% acid +4% physical Phys.save +23 (+4 eff.) Mind.save +19 (+5 eff.) Max.HP +20.00 HP.reg +4.00 Teleport- +20% A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +28% Stun/Frz- +32% A pair of boots made of leather. |
Galyvon the Voidtickler (0 def, 3 armour) Galyvon the Voidtickler (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Res.pen +10% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +18% lightning +6% nature +12% darkness Phys.save +7 (+1 eff.) Spell.save +18 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 158% Range: 1.4x Uses 43% Wil, 83% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +22.0% Atk.spd 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 240.33 mind damage and cripples the target's higher mental functions, reducing cunning by 19 and confusing (36% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? This item has been sent to the Item's Vault. |
Dagevor the Flarewolf (33 def, 0 armour) Dagevor the Flarewolf (33 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +17% nature +6% fire Melee Ret 10 fire ----- def ----- Defense +33 (+11 eff.) Resists +31% nature Die.at -60.00 life A pointy cloth hat, very wizardly... |
Shineknave the dwarven-steel helm (0 def, 4 armour) Shineknave the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Wil dps ---------- Mind.crit +6% Mind.pwr +25 (+6 eff.) Res.pen +20% mind Melee Ret 4 light ----- def ----- Armour +4 Fatigue +4% Resists +17% blight Mind.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
Tekalthodur the dwarven-steel helm (0 def, 4 armour) Tekalthodur the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Cun +3 Con dps ---------- Mind.crit +3% ----- def ----- Armour +4 Fatigue +4% Resists +8% nature Phys.save +10 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +20 (+5 eff.) Max.HP +78.00 Heal.mod +14% ---------- misc Stam/ret +1.80 Equi/ret +1.68 Max.hate +4.00 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Undeathstreak (0 def, 3 armour) Undeathstreak (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% fire Melee Ret 4 lightning 2 fire ----- def ----- Armour +3 Fatigue +5% Resists +9% nature +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Airbraze' (2 def, 0 armour) cashmere wizard hat 'Airbraze' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +10 Cun dps ---------- Dmg.mod +12% mind +16% cold Res.pen +10% mind ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +24% cold A pointy cloth hat, very wizardly... |
11 agate 11 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. |
109 alchemist agate 109 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. |
3 onyx 3 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 aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lisuriata the alchemist's lamp Lisuriata the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +30 (+8 eff.) Dmg.mod +12% acid Res.pen +15% mind ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Max.psi +20.00 Light +4 See.Stealth +11 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
Yvebreyawen the Healwaker Yvebreyawen the Healwaker1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +15% nature On Hit (Melee): * 20% chance to slow global speed by 67% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Obsidianvenom' brass lantern 'Obsidianvenom'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind Melee Ret 10 darkness ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.hate +8.00 Light +3 See.Stealth +7 See.Invis +7 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 Foot 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
Mardodin the Dawnpain [power 93] (25 cooldown) Mardodin the Dawnpain [power 93] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light +15% nature Res.pen +25% light ----- def ----- Resists +9% lightning +12% light +9% nature Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 42% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of mindblast [power 150] (15 cooldown) piercing steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 219 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
8 amethyst 8 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. |
6 quartz 6 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. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
3 zircon 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
By DawiCursed the Dwarf Adventurer level 23
43rd Dearth 122nd year of Ascendancy at 15:04 see stats
By DawiCursed the Dwarf Adventurer level 30
19th Iron 123rd year of Ascendancy at 12:52 see stats
By DawiCursed the Dwarf Adventurer level 9
26th Voratun 122nd year of Ascendancy at 20:47 see stats
By DawiCursed the Dwarf Adventurer level 24
11st Loss 122nd year of Ascendancy at 14:24 see stats
By DawiCursed the Dwarf Adventurer level 20
32nd Dearth 122nd year of Ascendancy at 07:45 see stats
By DawiCursed the Dwarf Adventurer level 24
15th Loss 122nd year of Ascendancy at 22:03 see stats
By DawiCursed the Dwarf Adventurer level 23
38th Dearth 122nd year of Ascendancy at 15:20 see stats
By DawiCursed the Dwarf Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 18:46 see stats
By DawiCursed the Dwarf Adventurer level 20
27th Dearth 122nd year of Ascendancy at 08:49 see stats
By DawiCursed the Dwarf Adventurer level 30
18th Iron 123rd year of Ascendancy at 14:24 see stats
By DawiCursed the Dwarf Adventurer level 29
23rd Shortage 122nd year of Ascendancy at 17:56 see stats
By DawiCursed the Dwarf Adventurer level 28
28th Loss 122nd year of Ascendancy at 12:31 see stats
By DawiCursed the Dwarf Adventurer level 25
18th Loss 122nd year of Ascendancy at 02:36 see stats
By DawiCursed the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 03:39 see stats
By DawiCursed the Dwarf Adventurer level 11
2nd Profit 122nd year of Ascendancy at 19:36 see stats
By DawiCursed the Dwarf Adventurer level 11
4th Profit 122nd year of Ascendancy at 14:01 see stats
By DawiCursed the Dwarf Adventurer level 30
20th Iron 123rd year of Ascendancy at 01:30 see stats
By DawiCursed the Dwarf Adventurer level 23
35th Dearth 122nd year of Ascendancy at 22:07 see stats
Log
You gain 18.85 gold from the transmogrification of Xarin the drakeskin leather gloves (0 def, 11 armour).
You gain 17.81 gold from the transmogrification of Aeregana (0 def, 5 armour).
Personal New Achievement: Treasure Hoarder (Nightmare (Adventure) difficulty)!
You gain 24.10 gold from the transmogrification of yew magestaff 'Snowstake' (142% power, 4 apr, lightning element).
You gain 24.27 gold from the transmogrification of dragonbone magestaff 'Rainschism' (154% power, 6 apr, lightning element).
You gain 25.00 gold from the transmogrification of ash vilestaff 'Xanyrawe' (135% power, 3 apr, acid element).
You gain 18.31 gold from the transmogrification of Betawe the Boltburst (148% power, 5 apr, darkness element).
You gain 20.65 gold from the transmogrification of voratun greatsword 'Sulfurstar' (186% power, 4 apr).
You gain 2.00 gold from the transmogrification of stralite greatmaul of projection (183% power, 3 apr).
You gain 6.76 gold from the transmogrification of truestriking stralite battleaxe of paradox (169% power, 3 apr).
You gain 6.92 gold from the transmogrification of elemental stralite battleaxe of phasing (170% power, 33 apr).
You gain 3.94 gold from the transmogrification of savage's stralite ring of light (+30%).
There is a Portal to the Bearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Attune Mindstar is ready to use.
Today is the 21st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Lore found: arrrrrrghhhhhh
You can read all your collected lore in the game menu, by pressing Escape.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Today is the 22nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
The Divine Writhing Mass activates Atrophy.
The Divine Writhing Mass activates Arcane Combat.