











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes 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 Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
Godmode Merchant 1.7.6Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, give extra lives, set level, give gold, custom shop that sells (yellow/orange) Unique items and an option to imbue items, even uniques! (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: ToME4 Adventurer Conversion 1.7.6Custom tree for adventurers and wanderers to consolidate damage type Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Cleaner 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Madness Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 49 / 79% |
| Size | huge |
| Lifes / Deaths | Killed by Belunne the skeleton warrior at level 18 on the 12nd Wealth 122nd year of Ascendancy at 02:20 2 / 5Killed by Lear at level 19 on the 12nd Wealth 122nd year of Ascendancy at 13:37 Killed by Xuta the ogre rune-spinner at level 28 on the 18th Wealth 122nd year of Ascendancy at 14:50 Killed by Glaldarin the elven cultist at level 29 on the 18th Wealth 122nd year of Ascendancy at 18:11 Killed by Ce'Nymira the mean looking elven guard at level 31 on the 19th Wealth 122nd year of Ascendancy at 06:30 |
Primary Stats
| Strength | 252 (base 83) |
| Dexterity | 139 (base 36) |
| Constitution | 97 (base 31) |
| Magic | 16 (base 1) |
| Willpower | 103 (base 73) |
| Cunning | 83 (base 71) |
Resources
| Life | 2503/2503 |
| Psi | 183/183 |
| Stamina | 476/476 |
| Equilibrium | 25 |
| Healing Factor | 1.7387960030035 |
| Regeneration | 48.653001273626 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 12 |
| Lite | 14 |
| Infravision | 13 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 340 |
| Accuracy | 82 |
| Crit Chance | 97% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 171 |
| Accuracy | 82 |
| Crit Chance | 97% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Physical | +68% |
| Cold | +23% |
| All | +8% |
| Darkness | +31% |
| Light | +42% |
| Temporal | +14% |
| Mind | +23% |
| Fire | +27% |
| Nature | +43% |
Offense: Damage Penetration
| Cold | +33% |
| Darkness | +33% |
| Light | +23% |
| Temporal | +28% |
| Blight | +23% |
| Physical | +48% |
| Mind | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 197.00935140702 (71.678270784467%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 94 |
| Spell Save | 62 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 57%( 70%) |
| Physical | + 57%( 70%) |
| Cold | + 70%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 37%( 70%) |
| Lightning | + 67%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 71% |
| Confusion Resistance | 56% |
| Knockback Resistance | 66% |
| Stun Resistance | 100% |
| Poison Resistance | 71% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1055 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 545 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Conversion | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Damage conversion |
| talent | Augmentation |
| talent | Shield Wall |
| talent | Shards |
| talent | Mitosis |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by fire imp. Escort: injured seer (level 3 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Isluvena the rogue. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Adurin the vampire. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Neriwyn the white crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Aerurimina the giant fire ant. Escort: lost warrior (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| Psionic focus | dragonbone magestaff 'Ce'Nowen' (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex +8 Mag +3 Wil +10 Cun +8 Con offense ------ Physical Crit +13.0% Spell Crit +5% Critical power +30.00% Spellpower +24 (+11 eff.) On-Hit 36 arcane Damage +30% physical Ignore resists +15% physical defense ------ Armor +11 Hardiness +11% Crit Resistance 10.00% Physical save +13 (+3 eff.) other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max mana +101.00 Max vim +42.00 Max negative +44.00 Light +3 See Invisibility +6 Talents +1 Command Staff This staff offers 30% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 87% Wil, 87% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Light source | piercing alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +8% darkness Ignore resists +8% all Ignore Armor +11 defense ------ Resistance +10% light Affinity +5% darkness other ------- Light +5 Infravision +4 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 7.2 Power cost 8 out of 8/8. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 164.72 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emuvea (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Mag +8 Wil +7 Con offense ------ Ignore resists +15% blight defense ------ Armor +5 Fatigue +5% Resistance +15% acid +15% blight +30% fire +12% lightning +30% cold Mind save +15 (+4 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Glintkarma (11 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Dex offense ------ Ignore resists +25% physical +25% cold +15% light +25% darkness defense ------ Armor +4 Defense +11 (+2 eff.) Fatigue +3% Resistance +6% light +12% cold other ------- 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. |
| Tool | Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | gladiator's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +9 Str +7 Con offense ------ Physical Power +9 (+2 eff.) Accuracy +15 (+4 eff.) Ignore Armor +11 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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. Rings make your fingers look great! |
| On fingers | Nightthorn0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +4 Dex +4 Wil +2 Cun +1 Con offense ------ Damage +14% light +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 37% defense ------ Resistance +28% light Crit Resistance 10.00% Rings make your fingers look great! |
| Around neck | voratun amulet 'Hilevor'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +14 Dex +5 Con offense ------ Damage +9% physical Ignore Armor +3 defense ------ Defense +10 (+2 eff.) Physical save +18 (+4 eff.) Life +72.00 Life Regen +8.00 Blind Resist +33% other ------- Infravision +9 Sight +2 See Invisibility +15 Amulets make your neck look great! |
| In main hand | voratun shield 'Ce'Nidheta' (0 def, 10 armour, 70-84 power, 251.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 70.0 - 84.0 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +252 On-hit +20 cold While equipped: Stats +5 Wil offense ------ On-Hit 25 lightning On shield block: * Deals 282 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 15 lightning defense ------ Armor +10 Fatigue +8% Resistance +21% lightning +19% cold +6% temporal Physical save +6 (+1 eff.) Mind save +9 (+2 eff.) Knockbk Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
| Around waist | monstrous hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +13 (+3 eff.) defense ------ Physical save +11 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | Neruta the voratun shield (0 def, 10 armour, 71-85 power, 184 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 71.0 - 85.2 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +184 On-hit +20 lightning On-Hit, radius 1 +8 mind While equipped: Stats +6 Dex offense ------ Damage +15% mind +6% temporal Ignore resists +15% mind +20% temporal When Hit 31 lightning On-Hit (Melee): * 23% chance to reduce all saves and defense by 47 defense ------ Armor +10 Fatigue +8% Resistance +25% acid +30% fire +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Barkrock (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +15% nature On-Hit (Melee): * 20% chance to slow global speed by 77% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% acid +14% cold +6% nature +6% light other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | sunsealed elven-silk robe of alchemy (5 def, 5 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% acid +21% physical +20% light +15% cold +19% fire defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +15% acid +15% physical +9% light +9% darkness +11% cold +15% fire +15% all Life +45.00 other ------- Light +2 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the warrior (steam 23)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.4 steam per turn. Can be activated for an instant burst of 117 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
3 schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Iceknight the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Con offense ------ Damage +18% cold +9% physical Ignore Armor +2 defense ------ Defense +10 (+2 eff.) other ------- Stamina/turn +3.00 Amulets make your neck look great! |
clarifying copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet 'Betythra'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Mag +4 Cun offense ------ Damage +3% acid defense ------ Resistance +15% mind +9% acid Crit Resistance 15.00% Confus Resist +24% Amulets make your neck look great! |
steel amulet 'Silynne'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex defense ------ Fatigue -6% Resistance +2% physical Physical save +12 (+3 eff.) Life Regen +3.00 other ------- Light +3 Amulets make your neck look great! |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+9 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Glitterraptor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +9% arcane Ignore resists +25% light Accuracy +5 (+1 eff.) defense ------ Resistance +6% light other ------- Light +3 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
Lorendil the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +1% Damage +12% mind defense ------ Resistance +9% temporal Mind save +7 (+2 eff.) Confus Resist +26% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Shockorder the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Con offense ------ Damage +30% lightning +6% temporal +12% mind defense ------ Resistance +9% temporal +15% fire Spell save +15 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +28.00 Rings make your fingers look great! |
elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff This staff offers 10% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of breaching (17-20 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +8 (+4 eff.) Damage +17% physical Ignore resists +8% physical other ------- Talents +1 Command Staff This staff offers 17% bonus, 8% penetration to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of fate (17-20 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +9 (+4 eff.) Damage +17% light defense ------ Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +5 (+1 eff.) other ------- Talents +1 Command Staff This staff offers 17% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Gravitational Staff (30-36 power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Spell Crit +7% Spellpower +25 (+11 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 5.9 Power cost 14 out of 14/14. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 158.08 physical (gravity) damage. Each target moved beyond the first increases the damage by 19.76 (up to a maximum of 79.04 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
ethereal elven-wood starstaff of fate (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +17 (+8 eff.) Damage +25% darkness Ignore Shields +18% defense ------ Defense +21 (+4 eff.) Shield Power +10% Physical save +7 (+2 eff.) Spell save +9 (+2 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Manumnir the dragonbone starstaff (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+7 eff.) Damage +30% light defense ------ Defense +36 (+7 eff.) Poison Resist +20% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +9 Talents +1 Command Staff On Spell Hit: 10% Manathrust level 5 This staff offers 30% bonus to light damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 132.85 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 shield (0 def, 2 armour, 9-11 power, 16 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +16 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 8-10 power, 21 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +21 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
shocking iron shield of temporal resistance (+11%) (0 def, 2 armour, 10-11 power, 22 block)7.0 Encumbrance T1 shield armor [Ego] Nature When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 While equipped: offense ------ On-Hit 9 lightning When Hit 1 lightning When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +8% Resistance +11% temporal other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of cold resistance (+15%) (0 def, 4 armour, 18-22 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: offense ------ On-Hit 8 lightning When Hit 4 lightning defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
wrathful steel shield of cold resistance (+6%) (0 def, 4 armour, 12-14 power, 36 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +36 On-crit, radius 2 +11 light +10 fire While equipped: offense ------ On shield block: * Deals 76 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +6% fire +5% light +16% cold other ------- Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+4 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
flaming dwarven-steel shield of shrapnel (0 def, 6 armour, 30-35 power, 87.5 block)7.0 Encumbrance T3 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +88 On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 6 fire On shield block: * Cause enemies within radius 6 to bleed for 374 physical damage over 5 turns (1/turn) When Hit 3 fire defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+4 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
impervious stralite shield of earthen fury (0 def, 25 armour, 44-53 power, 240.5 block)7.0 Encumbrance T4 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 44.0 - 52.8 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +240 On Hit: * Deal physical damage equal to your armor (197) While equipped: Stats +6 Con defense ------ Armor +25 Fatigue +8% Physical save +11 (+2 eff.) other ------- Talents +1 Block Handheld deflection devices. |
voratun shield of shrapnel (0 def, 10 armour, 74-88 power, 204.5 block)7.0 Encumbrance T5 shield armor [Ego+] Master When used to Attack: Weapon Damage 73.5 - 88.2 Physical Uses 156% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +204 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 374 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +5% Spellpower +6 (+3 eff.) Damage +5% light +5% darkness defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +7% Spellpower +16 (+8 eff.) Damage +12% darkness +10% light +9% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Kumathad' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +21 (+10 eff.) Damage +13% arcane +16% temporal +13% darkness +6% all defense ------ Resistance +1% physical +19% darkness +5% arcane +3% cold +9% mind +11% all other ------- Max mana +15.00 See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather belt 'Harethel'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +3% cold Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Blind Resist +10% Knockbk Resist +20% other ------- Size +1 A belt that goes around your waist. |
Vilebrawn the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun offense ------ Spellpower/crit +2 When Hit 4 nature 6 blight defense ------ Defense +1 (+0 eff.) Spell save +3 (+1 eff.) other ------- Max vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: 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. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 58% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Hazerigor the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% cold Ignore resists +15% cold When Hit 2 temporal On-Hit (Melee): * 10% chance to reduce armor by 27% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 A pair of boots made of leather. |
Areyata the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +12.0% Spell Crit +7% Mind Crit +7% Critical power +8.00% On-Hit 7 mind 8 fire Damage +7% mind +5% fire defense ------ Armor +2 Resistance +7% mind +7% fire Mind save +3 (+1 eff.) Disarm Resist +10% Confus Resist +20% Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 87% Wil, 87% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +11.0% Attack Speed 100% On-crit, radius 2 +7 mind +8 fire On Hit: 20% Psychic Lobotomy level 3 On Hit: 10% Fire Breath level 3 On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 9.0 - 12.6 Physical Uses 87% Wil, 87% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets of regeneration (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 5 cold Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +5% cold Life Regen +1.70 other ------- Stamina/turn +0.30 Psi/turn +0.10 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 87% Wil, 87% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 8 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% arcane Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 87% Wil, 87% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +10 arcane On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Kindleglamour (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Power +5 (+1 eff.) Damage +9% physical defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Unlife -20.00 life other ------- Light +2 A hat made of leather. Very stylish. |
Spiderslice (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% physical +9% nature +6% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 77% defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +11% physical A pointy cloth hat, very wizardly... |
2 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. |
2 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. |
3 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. |
2 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light 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. |
170 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. |
Summertide Phial1.0 Encumbrance T1 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.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Voidripper2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +12% physical Accuracy +15 (+4 eff.) When Hit 2 darkness defense ------ Mind save +6 (+1 eff.) other ------- Light +3 Infravision +3 See Stealth +6 See Invisibility +8 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. |
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. |
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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
demon seed [fire imp] (11, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (11, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (11, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Lear the Dwarf Adventurer level 45
5th Dearth 122nd year of Ascendancy at 23:35 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Lear the Dwarf Adventurer level 44
5th Dearth 122nd year of Ascendancy at 19:56 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Lear the Dwarf Adventurer level 49
7th Dearth 122nd year of Ascendancy at 15:42 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Lear the Dwarf Adventurer level 46
6th Dearth 122nd year of Ascendancy at 13:06 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Lear the Dwarf Adventurer level 37
2nd Dearth 122nd year of Ascendancy at 19:34 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Lear the Dwarf Adventurer level 38
2nd Dearth 122nd year of Ascendancy at 21:56 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Lear the Dwarf Adventurer level 10
36th Profit 122nd year of Ascendancy at 16:22 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Lear the Dwarf Adventurer level 20
13rd Wealth 122nd year of Ascendancy at 01:44 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Lear the Dwarf Adventurer level 30
18th Wealth 122nd year of Ascendancy at 19:10 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Lear the Dwarf Adventurer level 40
4th Dearth 122nd year of Ascendancy at 00:28 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Lear the Dwarf Adventurer level 39
3rd Dearth 122nd year of Ascendancy at 23:44 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Lear the Dwarf Adventurer level 32
19th Wealth 122nd year of Ascendancy at 16:26 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Lear the Dwarf Adventurer level 25
17th Wealth 122nd year of Ascendancy at 00:15 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Lear the Dwarf Adventurer level 21
14th Wealth 122nd year of Ascendancy at 09:18 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Lear the Dwarf Adventurer level 47
6th Dearth 122nd year of Ascendancy at 16:54 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Lear the Dwarf Adventurer level 7
16th Voratun 122nd year of Ascendancy at 17:42 see stats
The Restless Dead (Madness (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Lear the Dwarf Adventurer level 18
12nd Wealth 122nd year of Ascendancy at 01:28 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Lear the Dwarf Adventurer level 31
19th Wealth 122nd year of Ascendancy at 10:50 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Lear the Dwarf Adventurer level 22
15th Wealth 122nd year of Ascendancy at 18:17 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Lear the Dwarf Adventurer level 19
12nd Wealth 122nd year of Ascendancy at 06:10 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lear the Dwarf Adventurer level 41
4th Dearth 122nd year of Ascendancy at 16:35 see stats
Log
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn stops regenerating health quickly.
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
High Sun Paladin Aeryn casts Blood Pact.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn becomes an avatar of darkness!
High Sun Paladin Aeryn hits High Sun Paladin Aeryn for (560 absorbed) damage.
The darkness within High Sun Paladin Aeryn subsides.
High Sun Paladin Aeryn uses Wrath of the Highborn.
High Sun Paladin Aeryn radiates power.
Ran for 2 turns (stop reason: interesting character).
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
Lore found: Mirror Image Rune
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Rune of Reflection
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Primal Infusion
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18) for 780.40 gold.













































































































































































