










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.0Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: 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 Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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: Plenum Tooltip Custom Edit 1.7.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 28 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Isoganor the skeleton mage at level 23 on the 52nd Dusk 122nd year of Ascendancy at 19:09 1 / 5Killed by Khni the Bringer of Doom at level 26 on the 19th Haze 122nd year of Ascendancy at 02:59 Killed by Salariawe the blade horror at level 28 on the 31st Haze 122nd year of Ascendancy at 17:51 Killed by Emeluwe the void horror at level 28 on the 35th Haze 122nd year of Ascendancy at 06:38 Killed by Layelranne the skeleton warrior at level 28 on the 37th Haze 122nd year of Ascendancy at 09:33 |
Primary Stats
| Strength | 72 (base 58) |
| Dexterity | 36 (base 16) |
| Constitution | 12 (base 10) |
| Magic | 52 (base 49) |
| Willpower | 16 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 869/869 |
| Mana | 292/292 |
| Steam | 100/100 |
| Vim | 262/262 |
| Healing Factor | 1.7991526171257 |
| Regeneration | 47.22775619955 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Acid | +6% |
| Light | +9% |
| Darkness | +3% |
| Cold | +3% |
| Physical | +9% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +10% |
| Physical | +5% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 43.883307766991 (81.151787968034%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 21 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 54% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Salekira the orc fighter. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by luminous horror. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by orc corruptor. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within9 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chamihek the Hailshaper (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +15.00% Damage +9% mind +3% cold defense ------ Armor +4 Fatigue +3% Unlife -40.00 life Life Regen +4.00 Healmod +12% other ------- Hate-on-crit +2.00 Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Muckbringer2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +15% nature +10% fire When Hit 2 fire On-Hit (Melee): * 20% chance to slow global speed by 44% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brodarokath the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +3% light +9% darkness Crit Resistance 10.00% Unlife -80.00 life Life Regen +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloriminn the Satyrspire (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +6% acid On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +2 Resistance +8% acid +12% darkness +12% cold +3% nature +9% lightning Spell save +9 (+4 eff.) Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +9 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield 'Glorobreta' [power 53] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex +2 Con offense ------ Damage +9% physical Ignore resists +5% physical Ignore Armor +3 When Hit 8 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Betanne0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Defense +30 (+10 eff.) Resistance +6% temporal +3% physical Physical save +6 (+3 eff.) Life Regen +3.00 Stun Resist +24% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +15% lightning +3% darkness When Hit 8 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +30% lightning +3% nature +9% darkness Mind save +8 (+4 eff.) Life +72.00 Life Regen +11.00 Healmod +15% Confus Resist +21% Stun Resist +30% Rings make your fingers look great! |
| Around neck | Chamilathadig0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +12.00% Ignore resists +10% acid Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Resistance +12% light +12% fire Crit Resistance 15.00% Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
| In main hand | dwarven-steel waraxe 'Tuluyagar' (137% power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 137% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to reduce armor by 30% * splashes acid on your target dealing 23 damage and reducing their armor While equipped: Stats +2 Dex +3 Mag offense ------ When Hit 6 arcane other ------- Infravision +3 One-handed war axes. |
| Around waist | noble's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Against +18% Summoned defense ------ Resist Against +21% Summoned Mind save +7 (+3 eff.) Life +62.00 A belt that goes around your waist. |
| In off hand | plaguebringer's dwarven-steel waraxe of corruption (124% power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Arcane Weapon Damage 124% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 blight On Hit: 20% Curse of Impotence 3 On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 * splashes acid on your target dealing 23 damage and reducing their armor While equipped: defense ------ Disease Resist +18% One-handed war axes. |
| Cloak | Glorydhema the Glarewell (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% light defense ------ Defense +6 (+2 eff.) Resistance +6% acid +6% light +12% lightning Physical save +9 (+4 eff.) Life +33.00 Life Regen +4.00 Healmod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Earigrim the steel mail armour (2 def, 24 armour) 14.0 Encumbrance T2 heavy armor [Random Unique] Nature While equipped: Stats +7 Cun offense ------ Mindpower +15 (+8 eff.) Ignore resists +10% mind When Hit 6 mind 40 physical defense ------ Armor +24 Defense +2 (+1 eff.) Fatigue +13% Resistance +8% acid +6% cold Life +56.00 Life Regen +2.00 Healmod +11% other ------- Breathe water A suit of armour made of mail. |
Inventory
stormshield rune (threshold 40; blocks 5; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) _tRequires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 49.92 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 139% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 16. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 15] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Remove 1 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (2) _tRequires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 10. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 22. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) _tRequires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 161] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Let you fight up to -161 life and reduces all damage by 10% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) _tRequires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) _tRequires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 232] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Heal 232 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) _tRequires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 29.35 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 162% physical weapon damage. The steamsaw will cut into the target, doing 81% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) _tRequires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) _tRequires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) _tRequires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 38] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Increases all saves by 38 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 15] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Remove 1 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) _tRequires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ragastir0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +3 Mag offense ------ Ignore resists +15% acid defense ------ Fatigue -5% Crit Resistance 10.00% Life Regen +1.00 Amulets make your neck look great! |
Tundraterror0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +5 Wil offense ------ Damage +3% acid defense ------ Resistance +10% lightning +12% cold Stun Resist +21% Amulets make your neck look great! |
Arthagrim the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +3% acid +12% temporal Healmod +12% Cut Resist +50% Pinning Resist +27% Knockbk Resist +26% Heal: Puts all charms on 35 cooldown Effective talent level: 3.0 Power 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 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring 'Shiversorrow'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% acid When Hit 8 cold On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Cyrinn0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag offense ------ Accuracy +6 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +13 (+6 eff.) Mind save +6 (+3 eff.) other ------- Max mana +20.00 Max vim +20.00 Rings make your fingers look great! |
Glatta0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +27% blight +6% mind Ignore resists +20% blight +20% mind +10% arcane defense ------ Life Regen +2.00 Stun Resist +29% Rings make your fingers look great! |
steel ring 'Dawnpanic'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) Damage +12% blight Ignore resists +5% physical defense ------ Resistance +12% blight +6% light Unlife -20.00 life Life +28.00 Disarm Resist +24% Pinning Resist +24% Knockbk Resist +26% Rings make your fingers look great! |
steel ring 'Hanenarirab'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% arcane defense ------ Defense +20 (+7 eff.) Resistance +4% physical +6% nature +6% temporal Life Regen +2.00 Stun Resist +37% Rings make your fingers look great! |
gold onyx ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +14 Dex +3 Mag +9 Wil +15 Cun +3 Con offense ------ Mindpower +9 (+5 eff.) Damage +16% fire Ignore resists +20% mind Accuracy +10 (+3 eff.) defense ------ Resistance +32% fire other ------- Light +3 Rings make your fingers look great! |
gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +31% Rings make your fingers look great! |
marksman's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Dex +3 Mag offense ------ On-Hit 16 light On-Ranged-Hit 13 light Damage +13% light Accuracy +4 (+1 eff.) Rings make your fingers look great! |
Saleth the Kindlestreaker (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +6% mind +44% fire Ignore resists +10% fire When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 * 20% chance to reduce armor by 30% defense ------ Defense +7 (+3 eff.) Resistance +6% fire other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.44 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. |
iron longsword 'Ce'Nelewyn' (118% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 physical While equipped: Stats +2 Str +1 Dex defense ------ Teleport Resist +10% Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of crippling (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +18% Sharp, long, and deadly. |
flaming iron mace of daylight (104% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 light Damage Against +6% Undead On-Hit, radius 1 +5 fire Blunt and deadly. |
Zeryhell the steel mace (113% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Wil +3 Cun +1 Con offense ------ Physical Crit +5.0% Accuracy +5 (+1 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +25% other ------- See Invis +6 Blunt and deadly. |
acidic dwarven-steel mace of massacre (140% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Blunt and deadly. |
iron waraxe (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (107% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
slime-covered dwarven-steel dagger (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 8% chance to slow global speed by 44% Sharp, short and deadly. |
Great Caller (100% power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Geteregoneg the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil defense ------ Resistance +12% acid +3% cold +6% nature +5% arcane Spell save +3 (+1 eff.) Mind save +5 (+2 eff.) Life +43.00 A belt that goes around your waist. |
Grineyadir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: defense ------ Resistance +15% acid +3% fire +3% lightning +6% blight Mind save +3 (+1 eff.) Cut Resist +10% Confus Resist +10% Knockbk Resist +20% A belt that goes around your waist. |
Oozevalor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% nature Ignore resists +10% acid When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 30% * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +5% fire +6% mind +6% cold A belt that goes around your waist. |
Poruldabrebeth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun defense ------ Resistance +12% lightning +3% fire +6% nature +3% temporal Crit Resistance 15.00% Life +33.00 A belt that goes around your waist. |
Burntyphoon (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Wil offense ------ Damage +12% mind +3% fire Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +3% fire Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Veloldarabeth the Nimbusfear (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +4 Wil +4 Cun offense ------ Damage +3% lightning Ignore resists +25% lightning defense ------ Defense +2 (+1 eff.) Resistance +12% nature +14% blight Life Regen +4.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Vorothra the Lightningpyre (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Dex +5 Wil +3 Cun offense ------ Damage +12% lightning defense ------ Armor +1 Physical save +5 (+2 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of hardened leather boots 'Lelahell' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Cun +5 Con offense ------ Damage +21% blight +12% temporal defense ------ Armor +3 Physical save +16 (+8 eff.) Mind save +14 (+7 eff.) other ------- Mana-on-crit +2.00 Light +3 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of evasion (3 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +2 Con defense ------ Armor +3 Defense +3 (+1 eff.) Physical save +12 (+6 eff.) Mind save +15 (+7 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Cun +5 Con defense ------ Armor +3 Physical save +12 (+6 eff.) Mind save +13 (+6 eff.) Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Lisimithra (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal +3% darkness Mind save +6 (+3 eff.) Cut Resist +20% Silence Resist +10% Pinning Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stormwither (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +3% lightning defense ------ Armor +3 Fatigue +2% Spell save +3 (+1 eff.) Unlife -40.00 life other ------- Stamina/turn +0.30 Psi when Hit +0.08 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malisayon the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +2 Mag +6 Cun offense ------ Physical Power +8 (+2 eff.) Damage +3% blight Ignore resists +15% acid Accuracy +5 (+1 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +2 Resistance +3% acid +6% light +5% darkness Disarm Resist +0% other ------- Infravision +1 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +27 light +13 darkness On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aereyawe the Darkbender (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +7 (+3 eff.) On-Hit 9 arcane Damage +5% arcane +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +6% arcane +12% light Disarm Resist +0% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +9 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +31% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +5% fire +6% cold A pointy cloth hat, very wizardly... |
Deepswild the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Dex +3 Con offense ------ Physical Power +4 (+1 eff.) Damage +9% darkness When Hit 4 blight 4 darkness defense ------ Armor +3 Fatigue +3% Resistance +7% fire +19% darkness +6% cold other ------- Infravision +4 A hat made of leather. Very stylish. |
Aradarin the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Spell save +9 (+4 eff.) Unlife -40.00 life A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.30 to 93.89 lightning damage (62.59 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ereladular the hardened leather cap (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Cun +2 Dex defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +3% Resistance +15% blight +1% physical +6% lightning A cap made of leather. |
Chalirin the iron helm (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +3% physical Ignore Armor +3 defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +5% cold Unlife -20.00 life other ------- Stamina/turn +1.00 Max stamina +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chukan (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) Ignore resists +5% mind defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +5% arcane other ------- Max hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Blindquick' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Damage +9% darkness defense ------ Armor +3 Fatigue +5% Resistance +6% darkness other ------- Equi when Hit +0.04 Max psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Loromnir (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +3 Cun offense ------ Mind Crit +8% defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
437 alchemist agate0.0 Encumbrance 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. |
Layemina the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +1% Critical power +15.00% Mindpower +15 (+8 eff.) defense ------ Mind save +9 (+4 eff.) Life +40.00 other ------- Equi when Hit +0.04 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. |
Malesahek2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Ignore resists +5% mind defense ------ Resistance +9% lightning +3% all Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) Stun Resist +20% other ------- 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +10% other ------- 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. |
Torulenarilach the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +15 (+8 eff.) Ignore resists +10% mind defense ------ Resistance +20% blight +8% cold +7% temporal Out-of-Phase Defense +14 Out-of-Phase Resistance +13% Out-of-Phase Resilience +19% other ------- Equi when Hit +0.16 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 Encumbrance 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. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 310] powerful healing salve [power 310]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Heal 310 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 62% cooldown modifier. Remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Daimumnir the Arcveil [power 27] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +6% lightning +3% fire +6% mind Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Dagilegas the Skeleton Reaver level 22
50th Dusk 122nd year of Ascendancy at 21:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dagilegas the Skeleton Reaver level 17
21st Dusk 122nd year of Ascendancy at 07:58 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dagilegas the Skeleton Reaver level 23
52nd Dusk 122nd year of Ascendancy at 18:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dagilegas the Skeleton Reaver level 10
9th Mirth 122nd year of Ascendancy at 06:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dagilegas the Skeleton Reaver level 20
25th Dusk 122nd year of Ascendancy at 08:10 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dagilegas the Skeleton Reaver level 24
77th Dusk 122nd year of Ascendancy at 09:01 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dagilegas the Skeleton Reaver level 9
7th Mirth 122nd year of Ascendancy at 19:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dagilegas the Skeleton Reaver level 13
10th Flare 122nd year of Ascendancy at 18:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dagilegas the Skeleton Reaver level 25
17th Haze 122nd year of Ascendancy at 08:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dagilegas the Skeleton Reaver level 17
21st Dusk 122nd year of Ascendancy at 07:58 see stats
Log
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 21 blight damage.
Dagilegas receives 18 healing from Carrion worm mass's wormblight area effect.
Armoured skeleton warrior uses Shield Pummel.
Dagilegas resists the shield bash!
Armoured skeleton warrior misses Dagilegas.
Armoured skeleton warrior hits Dagilegas for 33 cold, 29 cold, 66 cold, 29 cold (157 total damage).
Acid Splash from Dagilegas hits Armoured skeleton warrior for 11 acid damage.
Melee retaliation hits Armoured skeleton warrior for 2 fire, 8 nature, 41 physical, 8 blight, 6 arcane, 2 mind, 2 fire, 8 nature, 41 physical, 8 blight, 6 arcane, 2 mind (133 total damage).
Acid Splash from Dagilegas hits Armoured skeleton warrior for 12 acid damage.
Weakness Disease from Dagilegas hits Armoured skeleton warrior for 21 blight damage.
Layelranne the skeleton warrior is no longer pinned.
Layelranne the skeleton warrior is no longer pinned.
Layelranne the skeleton warrior casts Rigor Mortis.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 100.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 100.
Dagilegas feels death coming!
Layelranne the skeleton warrior hits Dagilegas for 299 cold, 299 cold (598 total damage).
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 24 blight damage.
Carrion worm mass's wormblight area effect hits Layelranne the skeleton warrior for 26 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 24 blight damage.
Carrion worm mass's wormblight area effect hits Layelranne the skeleton warrior for 26 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 21 blight damage.
Dagilegas the level 28 skeleton reaver was chilled to death by Layelranne the skeleton warrior on level 3 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layelranne the skeleton warrior killed Dagilegas!
Saving game...
Saving done.



































































































































