













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official 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:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 31 / 28% |
Size | medium |
Lifes / Deaths | Killed by Xanyth the elven guard at level 26 on the 79th Dusk 122nd year of Ascendancy at 13:52 5 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 29 (base 12) |
Dexterity | 41 (base 20) |
Constitution | 43 (base 27) |
Magic | 29 (base 12) |
Willpower | 105.29277265179 (base 60) |
Cunning | 86.723696869053 (base 37) |
Resources
Life | 534/534 |
Steam | 100/100 |
Equilibrium | 73 |
Psi | 512/512 |
Healing Factor | 1.5523943661972 |
Regeneration | 124.07063930784 |
Speed
Mental | 0% |
Attack | +5.6028204729233% |
Movement | 0% |
Spell | 0% |
Global | +127.52112676056% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 43 |
Crit Chance | 29% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 43 |
Crit Chance | 29% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 34% |
Speed | 0.94694440500896 |
Offense: Damage Bonus
Lightning | +25% |
Nature | +31% |
Mind | +62% |
Physical | +5% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Darkness | +10% |
Blight | +5% |
Physical | +10% |
Mind | +65% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 30 (30%) |
Defense | 27 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 46.4 |
Spell Save | 56.8 |
Mental Save | 68 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 30%( 70%) |
All | + 14%( 70%) |
Lightning | + 65%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 34%( 70%) |
Physical | + 24%( 70%) |
Fire | + 26%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Cunning 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 190% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Thought-Forms | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Slime | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Psychic Assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Feedback | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Through The Crowd |
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
talent | Thought-Form: Bowman |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Beyond the Flesh |
beneficial effect | A flow of life spins around the target, regenerating 70.97 life per turn. Regeneration |
beneficial effect | Increases physical save, spell save, and mental save by 30. Global speed increased by 9%. Through The Crowd |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+19% global speed). Clarity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Solmancer. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed orc heart. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of squid ink. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 3.0 T3 shot ammo [Random Unique] Disrupt/Master Power 32.5 - 39.0 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +3 Crit +15.0% Capacity 14 Ranged+ +8 light +8 nature On Hit.r1 +4 light On Crit.r2 +8 light On Hit: * 40% chance to blind * 25% chance to remove a magical effect On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 8 cold Dmg.mod +9% nature +5% cold Melee Ret 8 temporal ----- def ----- Armour +11 Resists +6% temporal +7% cold Mind.save +16 (+4 eff.) Max.HP +103.00 Disarm- +80% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +3 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind Res.pen +10% darkness +15% mind On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% mind ---------- misc Light +2 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 | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +16 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +7% cold +5% arcane +14% fire Spell.save +9 (+2 eff.) Mind.save +15 (+4 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +5 Mag +3 Wil +2 Con dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Fatigue +1% Rush: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Tool | ![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 23 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Wil +12 Cun dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +13% lightning Res.pen +15% mind Acc +10 (+3 eff.) ----- def ----- Resists +26% lightning +6% temporal +6% nature Spell.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Dex +2 Con dps ---------- Dmg.mod +3% mind Acc +10 (+3 eff.) ----- def ----- Spell.save +12 (+3 eff.) Mind.save +20 (+5 eff.) ---------- misc Equi/ret +0.12 Max.stam +16.00 Max.hate +4.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Heal.mod +11% Cut- +40% Confus- +22% Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 268 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature This harmonious mindstar will complement other natural mindstars. Power 7.5 - 8.3 Nature Uses 57% Wil, 29% Cun Mastery Psiblades Acc uses Wil Apr +29 Crit +3.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 39 damage and reducing their armor While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +9 (+3 eff.) Dmg.mod +10% nature Res.pen +9% nature +5% blight ----- def ----- Resists +6% nature +6% mind Heal.mod +10% Heal/summ +28 ---------- misc Equi/ret +2.10 Max.vim +30.00 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Mind.save +6 (+2 eff.) HP.reg +0.70 Heal.mod +11% ---------- misc Max.psi +20.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 57% Wil, 29% Cun Mastery Psiblades Acc uses Wil Apr +29 Crit +3.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +8 nature On Hit: * splashes acid on your target dealing 36 damage and reducing their armor While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +9 (+3 eff.) Dmg.mod +12% nature Res.pen +25% mind On Hit (Melee): * Slows global speed by 30% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +21% mind Res.pen +20% lightning ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +15% lightning +5% cold +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Send out a range 5 beam of kinetic energy, dealing 66.36 to 82.96 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 231 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 643% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 497% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun ----- def ----- Resists +12% lightning +3% physical +6% darkness Spell.save +6 (+2 eff.) Disease- +20% Pinning- +25% Stun/Frz- +15% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +12% nature +10% blight Poison- +23% Disease- +23% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid Res.pen +15% acid +20% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.90 Stun/Frz- +23% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+2 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun dps ---------- Dmg.mod +9% darkness +9% arcane Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +18 (+9 eff.) Resists +6% nature +6% darkness Rings can have magical properties. |
![]() 3.0 T3 longsword 1H weapon [Ego] Nature Power 21.5 - 30.1 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +18 insidious poison Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% physical On Hit (Melee): * 8% chance to blind ----- def ----- Armour +2 Hardiness +3% Defense +6 (+3 eff.) Phys.save +2 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 30.5 - 42.7 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 light Against +23% Undead While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +26% One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +12% light +0% cold +5% arcane +0% nature Phys.save +20 (+6 eff.) Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +7 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +0% cold +3% fire +6% darkness +3% nature Spell.save +9 (+2 eff.) Max.HP +30.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% Poison- +0% Disease- +0% Cut- +0% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Max.HP +10.00 HP.reg +0.60 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue -4% Resists +12% acid Phys.save +5 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Dmg.mod +3% mind Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Disarm- +0% ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +5 Str +2 Dex +0 Cun +2 Con dps ---------- Dmg.mod +6% physical Res.pen +5% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight Mind.save +0 (+0 eff.) ---------- misc Stam/turn +0.20 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy Armour Training [Random Unique] Master While equipped: Stats +9 Str +11 Dex +4 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% fire Res.pen +10% fire Melee Ret 4 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +20% temporal +12% light +15% darkness A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Melee Ret 4 mind ----- def ----- Resists +6% acid +12% temporal +3% cold +11% nature +6% mind Pinning- +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +9 Cun +1 Str dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +15% mind ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +43.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% nature Phys.save +6 (+2 eff.) Heal.mod +11% Cut- +5% Stun/Frz- +5% ---------- misc Light +2 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (154 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% acid +6% lightning +5% arcane +9% nature ---------- misc Light +2 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
great healing salve [power 498] great healing salve [power 498]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 53% cooldown modifier. Heal 498 Puts Talent Medical Injector on 14 cooldown Medical salve. |
great pain suppressor salve [power 434] great pain suppressor salve [power 434]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 53% cooldown modifier. Let you fight up to -434 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 361] powerful pain suppressor salve [power 361]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 53% cooldown modifier. Let you fight up to -361 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
simple pain suppressor salve [power 217] simple pain suppressor salve [power 217]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 53% cooldown modifier. Let you fight up to -217 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% nature ----- def ----- Armour +6 Die.at -40.00 life HP.reg +0.60 ---------- misc Talents +2 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 10 beam dealing 46.50 to 93.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Solmancer the Cornac Adventurer level 15
27th Dusk 122nd year of Ascendancy at 15:31 see stats
By Solmancer the Cornac Adventurer level 29
8th Haze 122nd year of Ascendancy at 20:53 see stats
By Solmancer the Cornac Adventurer level 21
63rd Dusk 122nd year of Ascendancy at 14:53 see stats
By Solmancer the Cornac Adventurer level 28
8th Haze 122nd year of Ascendancy at 08:43 see stats
By Solmancer the Cornac Adventurer level 31
40th Haze 122nd year of Ascendancy at 05:13 see stats
By Solmancer the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 11:57 see stats
By Solmancer the Cornac Adventurer level 20
62nd Dusk 122nd year of Ascendancy at 12:27 see stats
By Solmancer the Cornac Adventurer level 30
37th Haze 122nd year of Ascendancy at 06:47 see stats
By Solmancer the Cornac Adventurer level 29
10th Haze 122nd year of Ascendancy at 15:28 see stats
By Solmancer the Cornac Adventurer level 27
1st Haze 122nd year of Ascendancy at 10:15 see stats
By Solmancer the Cornac Adventurer level 29
9th Haze 122nd year of Ascendancy at 15:01 see stats
By Solmancer the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 16:03 see stats
By Solmancer the Cornac Adventurer level 24
73rd Dusk 122nd year of Ascendancy at 10:34 see stats
By Solmancer the Cornac Adventurer level 26
1st Time of Equilibrium 122nd year of Ascendancy at 06:59 see stats
By Solmancer the Cornac Adventurer level 21
67th Dusk 122nd year of Ascendancy at 04:42 see stats
Log
Talent Infusion: Regeneration is ready to use.
Player used:T_INFUSION:_REGENERATION_2
Solmancer uses Infusion: Regeneration.
Solmancer starts regenerating health quickly.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Solmancer stops regenerating health quickly.
Talent Mucus is ready to use.
Talent Infusion: Regeneration is ready to use.
Player used:T_MUCUS
Solmancer uses Mucus.
Player used:T_INFUSION:_REGENERATION_2
Solmancer uses Infusion: Regeneration.
Solmancer starts regenerating health quickly.
There is a teleportation circle to the surface here (press '' or right click to use).
Solmancer deactivates Through The Crowd.
Solmancer deactivates Kinetic Shield.
Solmancer deactivates Thought-Form: Bowman.
Solmancer deactivates Mitosis.
Solmancer deactivates Beyond the Flesh.
Solmancer stops regenerating health quickly.
Solmancer deactivates Wild Growth.
Solmancer deactivates Psiblades.
Solmancer deactivates Thermal Shield.
Solmancer deactivates Antimagic Shield.