









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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 Semi-Roguelike (spicy) |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 23 / 51% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 28 (base 12) |
Dexterity | 39 (base 12) |
Constitution | 24 (base 12) |
Magic | 24 (base 12) |
Willpower | 86 (base 53) |
Cunning | 89 (base 43) |
Resources
Hate | 84/100 |
Equilibrium | 10 |
Life | 298/298 |
Steam | 100/100 |
Psi | 310/310 |
Healing Factor | 1.1172674059366 |
Regeneration | 0.27931685148415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 26 |
Accuracy | 35 |
Crit Chance | 29% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 35 |
Crit Chance | 29% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Physical | +15% |
Cold | +3% |
All | 0% |
Darkness | +11% |
Light | +12% |
Mind | +76% |
Lightning | +20% |
Fire | +5% |
Nature | +15% |
Offense: Damage Penetration
Fire | +5% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 29 (79.007671158813%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 37 |
Mental Save | 52 |
Defense: Resistances
Blight | + 14%( 70%) |
Physical | + 20%( 70%) |
Mind | + 56%( 70%) |
All | + 11%( 70%) |
Lightning | + 16%( 70%) |
Light | + 19%( 70%) |
Temporal | + 28%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 39%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Silence Resistance | 55% |
Confusion Resistance | 90% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Psionic / Discharge | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Kinetic Shield |
talent | Thermal Shield |
talent | Deflection |
talent | Mitosis |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest) | active |
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 Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. 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 warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ritch stinger. * You've found the needed bear paw. | active |
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 | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
On hands | ![]() Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 75.66 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Light source | ![]() bright alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) (-) Light radius: +7 (-) See stealth: +5 (-) See invisible: +8 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Earohir the Glowlace (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 (-) Armour: +3 (-) Fatigue: +3% (-) Changes stats: +9(-) Cun / +3(-) Dex Changes resistances: +6%(-) mind / +9%(-) light Changes damage: +12%(-) light / +15%(-) mind Mental save: +9 (+3 eff.) (-) Light radius: +3 (-) A hat made of leather. Very stylish. |
On feet | ![]() Searbearer the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 10% chance to slow global speed by 63% Damage (Melee): 0(-10) item nature slow Changes stats: +2(-) Cun / +2(-) Dex Changes resistances: +3%(-) blight / +3%(-) fire / +6%(-) mind Changes resistances penetration: +5%(-) fire Changes damage: +6%(-) mind Spell save: +6 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() warrior's gold ring of the mind (+13%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Str Changes resistances: +13%(-) mind Changes damage: +13%(-) mind Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Duridegas Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-8) Changes stats: +3(-1) Str / +1 Dex / +2 Wil Changes resistances: +25% darkness / +9%(-4%) mind Changes damage: +11% darkness / +0%(-13%) mind Maximum life: +20.00 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() stabilizing copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Dex Changes resistances: +13%(-) temporal Pinning immunity: +21% (-) Knockback immunity: +21% (-) Amulets make your neck look great! |
In main hand | ![]() Kinetic Focus (6-7 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +10%(-) physical Changes resistances penetration: +6%(-) physical Changes damage: +10%(-) physical Talent masteries: +0.10(-) Psionic / Kinetic mastery Talents granted: +1.00(-) Psionic Maelstrom Physical save: +6 (+3 eff.) (-) Psi when firing a critical mind attack: +1.00 (-) Mindpower: +8 (+2 eff.) (-) Mental crit. chance: +4% (-) Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Singenail' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Cun Changes resistances: +6%(-) lightning / +6%(-) temporal / +6%(-) mind / +18%(-) fire Changes damage: +12%(-) mind A belt that goes around your waist. |
In off hand | ![]() Psionic Fury (12-13 power, 25 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2(+6.0 - +6.6) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 (+7) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind / +0%(-10%) physical Changes resistances penetration: +0%(-6%) physical Changes damage: +15% mind / +5%(-5%) physical Talent mastery: +0.00(-0.10) Psionic / Kinetic mastery Talent granted: +0(+-1) Psionic Maelstrom Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when firing a critical mind attack: +0.00 (-1.00) Mindpower: +10 (+2 eff.) (+2 (+0 eff.)) Mental crit. chance: +8% (+4%) It can be used to release a wave of psionic power, dealing 360.45 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. Tap to cycle through comparison choices |
Cloak | ![]() linen cloak 'Shiverreek' (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) (-) Changes damage: +3%(-) cold Physical save: +6 (+3 eff.) (-) Mana each turn: +0.08 (-) Vim when firing critical spell: +1.00 (-) Maximum mana: +60.00 (-) Spell crit. chance: +2% (-) Damage Shield penetration: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-) Armour Hardiness: +30% (-) Defense: +10 (+3 eff.) (-) Damage when hit (Melee): 20(-) nature slow / 20(-) poison Changes stats: +5(-) Con / +4(-) Wil Changes resistances: +30%(-) nature / +11%(-) all Changes damage: +15%(-) acid / +15%(-) nature / +15%(-) mind Physical save: +10 (+5 eff.) (-) Spell save: +10 (+5 eff.) (-) Mindpower: +10 (+3 eff.) (-) Mental crit. chance: +5% (-) 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. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. It can be used to 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 wizard (heal 202; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(-2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202(-154) life over 5(-) turns. Its effects scale with your -Willpower, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 123.19 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() mule's copper ring of the mountain (+11%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-8) Fatigue: -5% Changes stats: +0(-4) Str Changes resistances: +0%(-13%) mind / +11% physical Changes damage: +0%(-13%) mind / +11% physical Maximum encumbrance: +21 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's copper ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +6 (+2 eff.) Changes stats: +3 Cun / +0(-4) Str Changes resistances: +22% light / +0%(-13%) mind Changes damage: +11% light / +0%(-13%) mind Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Eilinathra the elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+4.0 - +5.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-16) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +6 (+2 eff.) Changes resistances: +0%(-10%) physical Changes resistances penetration: +15% mind / +0%(-6%) physical Changes damage: +0%(-10%) physical / +10% temporal Talent mastery: +0.00(-0.10) Psionic / Kinetic mastery Talents granted: +0(+-1) Psionic Maelstrom +1 Command Staff Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when firing a critical mind attack: +0.00 (-1.00) Only die when reaching: -80.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +0 (+0 eff.) (-8 (-2 eff.)) Mental crit. chance: +0% (-4%) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced iron dagger of enduring (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+4.0 - +6.4) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-13) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Con / +6 Wil Changes resistances: +0%(-10%) physical Changes resistances penetration: +0%(-6%) physical Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.10) Psionic / Kinetic mastery Talent granted: +0(+-1) Psionic Maelstrom Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +23% Psi when firing a critical mind attack: +0.00 (-1.00) Maximum life: +21.00 Mindpower: +0 (+0 eff.) (-8 (-2 eff.)) Mental crit. chance: +0% (-4%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() vined mindstar 'Chudovon' (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-1.0 - -1.1) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 3 lightning / 4 physical / 4 cold / 5 acid / 4 fire Damage when hit (Melee): 8 arcane Changes resistances: +2% lightning / +2%(-8%) physical / +4% cold / +4% fire / +5% arcane / +4% acid Changes resistances penetration: +0%(-6%) physical Changes damage: +7% lightning / +0%(-10%) physical / +9% fire / +6% arcane / +9% cold Talent masteries: +0.00(-0.10) Psionic / Kinetic mastery +0.10 Psionic / Projection +0.10 Psionic / Focus Talents granted: +0(+-1) Psionic Maelstrom +1 Attune Mindstar Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when firing a critical mind attack: +0.00 (-1.00) Mindpower: +8 (+2 eff.) (-) Mental crit. chance: +2% (-2%) 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. Tap to cycle through comparison choices |
![]() vined mindstar of storms (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-1.5 - -1.7) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% lightning / +0%(-10%) physical Changes resistances penetration: +5% lightning / +0%(-6%) physical Changes damage: +5% lightning / +0%(-10%) physical Talent mastery: +0.00(-0.10) Psionic / Kinetic mastery Talents granted: +0(+-1) Psionic Maelstrom +1 Attune Mindstar Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when firing a critical mind attack: +0.00 (-1.00) Mindpower: +4 (+1 eff.) (-4 (-1 eff.)) Mental crit. chance: +2% (-2%) 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. Tap to cycle through comparison choices |
![]() Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0(+4.0 - +4.4) Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+6) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +15% lightning / +0%(-10%) physical Changes resistances penetration: +9% lightning / +0%(-6%) physical Changes damage: +15% lightning / +0%(-10%) physical Talent masteries: +0.00(-0.10) Psionic / Kinetic mastery +0.15 Psionic / Charged mastery Talents granted: +1.00(-) Psionic Maelstrom Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +9 (+3 eff.) Psi when firing a critical mind attack: +0.00 (-1.00) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) (+4 (+1 eff.)) Mental crit. chance: +6% (+2%) Electrical energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
![]() Vindicator Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 (+2) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Dam. multiplier: 100% Firing range: +7 On weapon crit: + release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage against: +25% Undead Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +0%(-10%) physical Changes resistances penetration: +0%(-6%) physical Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.10) Psionic / Kinetic mastery Talent granted: +0(+-1) Psionic Maelstrom Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when firing a critical mind attack: +0.00 (-1.00) Mindpower: +0 (+0 eff.) (-8 (-2 eff.)) Mental crit. chance: +0% (-4%) "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" Tap to cycle through comparison choices |
![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-15) Armour Hardiness: +0% (-30%) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Damage when hit (Melee): 0(-20) nature slow / 0(-20) poison / 10 cold Changes stats: +0(-5) Con / +0(-4) Wil Changes resistances: +15% cold / +0%(-30%) nature / +7%(-4%) all Changes resistances penetration: +8% cold Changes damage: +0%(-15%) acid / +10% cold / +0%(-15%) nature / +0%(-15%) mind Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Spellpower: +5 (+2 eff.) Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) Mental crit. chance: +0% (-5%) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-7) Armour Hardiness: +0% (-30%) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +4(-) Wil / +3 Cun / +0(-5) Con Changes resistances: +15% acid / +12% physical / +0%(-30%) nature / +9%(-2%) all Changes resistances penetration: +10% mind / +10% physical Changes damage: +0%(-15%) acid / +5% physical / +5%(-10%) mind / +0%(-15%) nature Physical save: +10 (+5 eff.) (-) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +8 (+2 eff.) (-2 (-1 eff.)) Mental crit. chance: +4% (-1%) It can be used to send out a range 5 beam of kinetic energy, dealing 67.47 to 84.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-15) Armour Hardiness: +0% (-30%) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Damage when hit (Melee): 0(-20) poison / 35(15) nature slow Changes stats: +0(-5) Con / +5(+1) Wil Changes resistances: +25%(-5%) nature / +13%(+2%) all Changes resistances penetration: +10% nature Changes damage: +0%(-15%) acid / +30%(+15%) nature / +0%(-15%) mind Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+7 eff.) (+5 (+2 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +0.20 Mindpower: +12 (+3 eff.) (+2 (+0 eff.)) Mental crit. chance: +5% (-) Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() This item will automatically be transmogrified when you leave the level. iron plate armour 'Dimraptor' (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-8) Armour Hardiness: +0% (-30%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +22% Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +4(-) Wil / +4 Cun / +0(-5) Con Changes resistances: +0%(-30%) nature / +12% darkness / +0%(-11%) all Changes damage: +0%(-15%) acid / +0%(-15%) mind / +9% darkness / +0%(-15%) nature Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +11 (+4 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) Mental crit. chance: +0% (-5%) A suit of armour made of metal plates. |
![]() Glorelranne the Chargeknight Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +0(-1) Cun Changes resistances: +9%(+3%) lightning / +0%(-6%) temporal / +0%(-6%) mind / +0%(-18%) fire Changes resistances penetration: +15% lightning / +15% acid Changes damage: +0%(-12%) mind Life regen: +1.10 Healing mod.: +14% A belt that goes around your waist. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-1) Cun Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-6%) mind / +0%(-18%) fire Changes damage: +0%(-12%) mind Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) (-) Changes stats: +3 Dex Changes damage: +0%(-3%) cold Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.08) Vim when firing critical spell: +0.00 (-1.00) Maximum mana: +0.00 (-60.00) Spell crit. chance: +0% (-2%) Damage Shield penetration: +0% (-10%) Steampower: +10 (+4 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
![]() pair of rough leather boots 'Stormdash' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 10% chance to reduce armor by 23% Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 6 lightning Changes stats: +0(-2) Dex / +2(-) Cun / +2 Con Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-6%) mind Changes resistances penetration: +5% mind / +0%(-5%) fire Changes damage: +6%(-) mind Physical save: +10 (+5 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +10 (+4 eff.) A pair of boots made of leather. |
![]() pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-2) Cun / +0(-2) Dex Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-6%) mind Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) mind Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Movement speed: +25% A pair of boots made of leather. |
![]() Strikewend the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -3% Damage (Melee): 0(-10) item nature slow Changes stats: +0(-2) Cun / +0(-2) Dex Changes resistances: +3% lightning / +0%(-3%) fire / +0%(-6%) mind / +0%(-3%) blight Changes resistances penetration: +10% lightning / +15%(+10%) fire Changes damage: +9%(+3%) mind / +6% fire Maximum encumbrance: +21 Physical save: +7 (+3 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Betasena the Nightcut (0 def, 2 armour) Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 (-) Effects on melee hit: * 10% chance to reduce armor by 23% Damage (Melee): 7 cold Effects when hit in melee: * 15 arcane resource burn Changes stats: +4 Str / +0(-2) Cun / +0(-3) Wil Changes resistances: +6% acid / +7% cold / +0%(-10%) fire Changes damage: +4% cold / +12% darkness / +0%(-5%) fire Spell save: +9 (+4 eff.) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
![]() Ce'Nibeth the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +28 (+14 eff.) Armour: +2 (-) Fatigue: +3% Changes stats: +8 Str / +0(-3) Wil / +0(-2) Cun / +3 Con Changes resistances: +0%(-10%) fire / +2% physical Changes damage: +6% acid / +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
![]() Glowspar the rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Fatigue: +1% (-2%) Damage when hit (Melee): 2 light Changes stats: +1 Str / +0(-3) Dex / +3(-6) Cun / +3 Con Changes resistances: +0%(-6%) mind / +0%(-9%) light Changes resistances penetration: +5% light Changes damage: +9%(-3%) light / +0%(-15%) mind Physical save: +11 (+5 eff.) Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) A hat made of leather. Very stylish. |
![]() Hazeglory the rough leather hat (10 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Defense: +10 (+4 eff.) Fatigue: +1% (-2%) Changes stats: +0(-9) Cun / +0(-3) Dex Changes resistances: +0%(-6%) mind / +10% darkness / +5% arcane / +11%(+2%) light Changes resistances penetration: +5% cold Changes damage: +0%(-12%) light / +0%(-15%) mind Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Teleport immunity: +20% Only die when reaching: -40.00 life Light radius: +0 (-3) A hat made of leather. Very stylish. |
![]() Uliledin the rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Fatigue: +1% (-2%) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 35 Changes stats: +0(-3) Dex / +3 Wil / +0(-9) Cun Changes resistances: +6% blight / +9%(+3%) mind / +0%(-9%) light Changes resistances penetration: +20% mind Changes damage: +0%(-12%) light / +0%(-15%) mind Mental save: +6 (+2 eff.) (-3 (-1 eff.)) Light radius: +0 (-3) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
![]() grounding rough leather hat of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Fatigue: +1% (-2%) Changes stats: +0(-9) Cun / +0(-3) Dex Changes resistances: +6% lightning / +6% temporal / +0%(-9%) light / +6% cold / +0%(-6%) mind Changes damage: +0%(-12%) light / +0%(-15%) mind Allows you to breathe in: water Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) A hat made of leather. Very stylish. |
![]() rough leather hat of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Fatigue: +1% (-2%) Changes stats: +0(-3) Dex / +0(-9) Cun / +2 Con Changes resistances: +0%(-6%) mind / +0%(-9%) light Changes damage: +0%(-12%) light / +0%(-15%) mind Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) A hat made of leather. Very stylish. |
![]() Brenoran the Tundrahunter (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-2) Fatigue: +1% (-2%) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 cold Changes stats: +0(-9) Cun / +0(-3) Dex Changes resistances: +0%(-9%) light / +9% cold / +5% arcane / +0%(-6%) mind Changes damage: +6% cold / +0%(-12%) light / +0%(-15%) mind Physical save: +11 (+5 eff.) Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. |
![]() Armuharahek the Shimmernaught (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-6) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 8 lightning Changes stats: +5(-4) Cun / +0(-3) Dex Changes resistances: +8% cold / +0%(-6%) mind / +0%(-9%) light Changes damage: +6%(-9%) mind / +0%(-12%) light Allows you to breathe in: water Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Equilibrium when hit: +0.12 Mindpower: +20 (+5 eff.) Light radius: +0 (-3) A cap made of leather. |
![]() Blazeschism (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-6) Physical power: +8 (+4 eff.) Armour: +3 (-) Fatigue: +3% (-) Effects on melee hit: * 10% chance to slow global speed by 63% Damage when hit (Melee): 2 lightning Changes stats: +12 Str / +5(+2) Dex / +5 Wil / +0(-9) Cun Changes resistances: +12% lightning / +8% physical / +0%(-9%) light / +7% blight / +6% nature / +0%(-6%) mind Changes damage: +6% lightning / +0%(-15%) mind / +3% nature / +0%(-12%) light Physical save: +9 (+4 eff.) Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 84.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() Erelurach (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-6) Armour: +3 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +2 Str / +0(-3) Dex / +0(-9) Cun Changes resistances: +8% acid / +0%(-9%) light / +8% cold / +8% fire / +0%(-6%) mind / +8% lightning Changes damage: +27% acid / +0%(-12%) light / +0%(-15%) mind Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Stamina each turn: +3.00 Light radius: +1 (-2) Infravision radius: +2 A cap made of leather. |
![]() bladed iron helm of constitution (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +3 (-) Fatigue: +5% (+2%) Changes stats: +3 Str / +0(-3) Dex / +0(-9) Cun / +3 Con Changes resistances: +0%(-6%) mind / +0%(-9%) light Changes damage: +0%(-12%) light / +0%(-15%) mind Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Light radius: +0 (-3) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 84.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum life: +41.00 Light radius: +3 (-4) See stealth: +0 (-5) See invisible: +0 (-8) Healing mod.: +10% 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() NOTE: CD iron pickaxe 'Marderig' (dig speed 28 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2(-1) Wil / +0(-5) Cun Changes damage: +3% blight / +9% temporal Spell save: +3 (+1 eff.) Maximum mana: +40.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Heatschism the dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +7 Str / +0(-5) Cun / +0(-3) Wil Changes resistances: +9% mind / +9% acid Changes damage: +6% fire Maximum life: +20.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +0(-3) Wil / +0(-5) Cun / +5 Lck Trap disarming bonus: +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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Delitar the steel torque of mindblast [power 160] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-5) Cun / +0(-3) Wil Changes resistances: +6% blight / +6% nature Physical save: +3 (+1 eff.) Knockback immunity: +10% It can be used to blast the opponent's mind dealing 282 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Starwind [power 9] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1(-2) Wil / +0(-5) Cun / +3 Con Changes resistances: +9% light Mental save: +9 (+3 eff.) It can be used to reveal the area around you, dispelling darkness (radius 9, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Xav the Yeek Adventurer level 7
7th Mirth 122nd year of Ascendancy at 17:28 see stats
By Xav the Yeek Adventurer level 10
10th Dusk 122nd year of Ascendancy at 03:53 see stats
By Xav the Yeek Adventurer level 20
3rd Haze 122nd year of Ascendancy at 01:20 see stats
By Xav the Yeek Adventurer level 22
33rd Haze 122nd year of Ascendancy at 03:22 see stats
By Xav the Yeek Adventurer level 22
33rd Haze 122nd year of Ascendancy at 02:42 see stats
By Xav the Yeek Adventurer level 13
13rd Dusk 122nd year of Ascendancy at 22:43 see stats
By Xav the Yeek Adventurer level 22
4th Haze 122nd year of Ascendancy at 05:15 see stats
Log
Xav uses Mind Sear.
Xav receives 1 healing (1 psi heal).
Xav no longer hears the hateful whisper.
Xav receives 1 healing (1 psi heal).
Talent Sunder Mind is ready to use.
Xav receives 1 healing (1 psi heal).
Resting starts...
Xav starts regenerating health quickly.
Yarustir, the repented thief no longer hears the hateful whisper.
Talent Synaptic Static is ready to use.
Talent Psychic Lobotomy is ready to use.
Yarustir, the repented thief says: 'The portal is still far away, to the east.'
Yarustir, the repented thief says: 'I am tending to my wounds.'
Xav stops regenerating health quickly.
Yarustir, the repented thief says: 'I must reach the portal!'
Talent Infusion: Regeneration is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Yarustir, the repented thief says: 'I am glad I found you.'
Xav picks up (P.): iron plate armour 'Dimraptor' (0 def, 7 armour).
Yarustir, the repented thief says: 'I'm following you.'
Yarustir, the repented thief says: 'Please help me reach the portal.'