











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. 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 Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Items Vault 1.7.0Donators/Buyers bonus! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Better Item Description 1.7.2This 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Solipsist |
| Level / Exp | 24 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Glorudaseba the drem master at level 16 on the 3rd Haze 122nd year of Ascendancy at 05:10 3 / 4Killed by Xama the dire wolf at level 18 on the 52nd Haze 122nd year of Ascendancy at 01:16 Killed by corrupted rattlesnake at level 19 on the 57th Haze 122nd year of Ascendancy at 18:16 Killed by Lisythra the skeleton warrior at level 24 on the 53rd Regrowth 123rd year of Ascendancy at 05:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 16 (base 10) |
| Constitution | 23 (base 19) |
| Magic | 14 (base 10) |
| Willpower | 82 (base 54) |
| Cunning | 47 (base 40) |
Resources
| Life | -191/427 |
| Steam | 105/105 |
| Equilibrium | 0 |
| Psi | 180/366 |
| Healing Factor | 0.7199022211821 |
| Regeneration | 50.976276281905 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.679862542722 |
| See Invisible | 32.679862542722 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 49 |
| Crit Chance | 15% |
| APR | 24 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 49 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 13% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 19% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Darkness | +2% |
| Light | +36% |
| Nature | +11% |
| Physical | +10% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +6% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 42.53 |
| Spell Save | 44.07 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 10%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 46% |
| Poison Resistance | 50% |
| Disarm Resistance | 31% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. 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 162% efficiency and cooldown mod of 65%. Its effects scale with your Willpower 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 145% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Feedback | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Night Terror |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 41.40 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 70.56 life per turn. Regeneration |
| beneficial effect | You gain 35% resistance against lightning. Resolve |
| detrimental effect | The target is lit up by a flare, reducing its stealth and invisibility power by 38, defense by 38 and removing all evasion bonus from being unseen. Flare |
| detrimental effect | Huge cut that bleeds, doing 62.08 physical damage per turn. Bleeding |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed electric eel tail. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | [vs. Dravon the pair of rough leather boots (3 def, 3 armour) (On feet)]Dravon the pair of rough leather boots (3 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% (-) Melee+ 0(-20) item expose On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +3 (-) Defense +3 (+3 eff.) (-) Die.at -60.00 life (-) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | [vs. Vorulaith the brass lantern (Light source)]Vorulaith the brass lantern 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3%(-) darkness +6%(-) cold Phys.save +6 (+2 eff.) (-) Max.HP +80.00 (-) Heal.mod +11% (-) Knockbk- +20% (-) ---------- misc Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Hathidunakath the Nightvice (0 def, 3 armour) =H20= (On head)]Hathidunakath the Nightvice (0 def, 3 armour) =H20= 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +0(-) Cun +4(-) Wil dps ---------- Spell.crit +1% (-) S.pwr/crit +4 (-) Melee+ 0(-10) item darkness numbing Acc +4 (+2 eff.) (-) On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +5%(-) cold Mind.save +0 (+0 eff.) (-) ---------- misc Mana/s.crit +1.00 (-) Light +4 (-) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. dwarven-steel gauntlets 'Yarichik' (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Yarichik' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) (-) ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +6%(-) acid +6%(-) cold Phys.save +7 (+2 eff.) (-) Spell.save +12 (+4 eff.) (-) Mind.save +8 (+3 eff.) (-) Max.HP +80.00 (-) Disarm- +31% (-) Teleport- +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+1 eff.) (-) ----- def ----- Mind.save +10 (+3 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 13% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. Brodehell (On fingers, 1 of 2)]Brodehell 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11%(-) nature ----- def ----- Resists +9%(-) cold +22%(-) nature +3%(-) darkness Disease- +20% (-) Cut- +10% (-) Knockbk- +20% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Brodehell (On fingers, 1 of 2)]Blindkin the steel ring 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% light +0%(-11%) nature Res.pen +5% darkness Melee Ret 2 fire ----- def ----- Resists +0%(-3%) darkness +0%(-9%) cold +6% light +0%(-22%) nature Mind.save +7 (+2 eff.) Disease- +0% (-20%) Cut- +0% (-10%) Confus- +26% Knockbk- +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Bregigoldil (Around neck)]Bregigoldil 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4(-) Str dps ---------- Res.pen +25%(-) acid ----- def ----- Armour +4 (-) Defense +15 (+7 eff.) (-) Resists +7%(-) physical Die.at -60.00 life (-) ---------- misc Stam/turn +0.40 (-) Amulets make your neck look great! |
| In main hand | [vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 (-) Crit +3.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +3% (-) Mind.pwr +6 (+1 eff.) (-) Melee+ 3(-) mind 5(-) darkness Dmg.mod +5%(-) mind +2%(-) darkness ----- def ----- Phys.save +5 (+2 eff.) (-) Spell.save +4 (+1 eff.) (-) Mind.save +3 (+1 eff.) (-) ---------- misc Equi/ret +0.90 (-) Talents +1.00(-) Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]Kinetic Focus (6-7 power, 18 apr, physical damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6(-3.5 - -3.9) Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 (-6) Crit +5.0% (+1.5%) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +4% (+1%) Mind.pwr +8 (+2 eff.) (+2 (+1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +10% physical +0%(-5%) mind +0%(-2%) darkness Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) (+1 (+1 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Psi/m.crit +1.00 Talents +0(+-1) Attune Mindstar +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak 'Blindtreason' (7 def, 0 armour) (Cloak)]linen cloak 'Blindtreason' (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6%(-) light ----- def ----- Defense +7 (+7 eff.) (-) Resists +5%(-) arcane Phys.save +6 (+2 eff.) (-) Mind.save +3 (+1 eff.) (-) Confus- +20% (-) Stun/Frz- +20% (-) Def/telep +5 (-) Res/telep +5% (-) Dur/telep +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Eel-skin armour (16 def, 0 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +4(-) Str +6(-) Dex +4(-) Mag +4(-) Wil +7(-) Cun +4(-) Con ----- def ----- Defense +16 (+7 eff.) (-) Fatigue +2% (-) Resists +15%(-) lightning Poison- +50% (-) Pinning- +50% (-) On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.57 to 166.72 lightning damage (111.15 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Bregigoldil (Around neck)]Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +0(-4) Str -5 Wil +10 Cun dps ---------- Res.pen +0%(-25%) acid ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-15 (-7 eff.)) Resists +15% blight +0%(-7%) physical +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Die.at +0.00 life (+60.00 life) Max.HP +20.00 ---------- misc Stam/turn +0.00 (-0.40) Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
[vs. Bregigoldil (Around neck)]copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: Stats +0(-4) Str dps ---------- Res.pen +0%(-25%) acid ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-15 (-7 eff.)) Resists +0%(-7%) physical Die.at +0.00 life (+60.00 life) ---------- misc Stam/turn +0.00 (-0.40) Amulets make your neck look great! |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]elemental steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 12.0 - 15.6(+2.5 - +5.2) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 (-18) Crit +5.0% (+1.5%) Atk.spd 100% (-) On Hit: + Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Mind.crit +0% (-3%) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +6% cold +0%(-5%) mind +0%(-2%) darkness Res.pen +5% cold ----- def ----- Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Talents +0(+-1) Attune Mindstar Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]flaming steel dagger of amnesia (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Psionic Power 12.5 - 16.2(+3.0 - +5.8) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 (-18) Crit +5.0% (+1.5%) Atk.spd 100% (-) On Hit.r1 +7 fire On Hit: + 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +0% (-3%) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +0%(-5%) mind +0%(-2%) darkness ----- def ----- Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Talents +0(+-1) Attune Mindstar Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]plaguebringer's steel dagger (13-17 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 13.0 - 16.9(+3.5 - +6.5) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 (-18) Crit +5.0% (+1.5%) Atk.spd 100% (-) Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 While equipped: dps ---------- Mind.crit +0% (-3%) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +0%(-5%) mind +0%(-2%) darkness ----- def ----- Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) Disease- +14% ---------- misc Equi/ret +0.00 (-0.90) Talents +0(+-1) Attune Mindstar Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand)]Genocide (42-67 power, 4 apr) 3.0 T3 greatsword 2H weapon Reqs Wil 20 Str 40 [Unique] Nature/Master Power 42.0 - 67.2(+32.5 - +56.8) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 (-20) Crit +18.0% (+14.5%) Atk.spd 100% (-) Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con dps ---------- Mind.crit +0% (-3%) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +0%(-5%) mind +0%(-2%) darkness ----- def ----- D.Red.from +15% Orc Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) HP.reg +0.50 ---------- misc Stam/turn +1.00 Equi/ret +0.00 (-0.90) Telepathy Humanoid/Orc Talents +0(+-1) Attune Mindstar Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (2-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Power 2.5 - 2.8(-7.0 - -7.7) Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-12) Crit +2.5% (-1.0%) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-2%) Mind.pwr +2 (+0 eff.) (-4 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +0%(-5%) mind +0%(-2%) darkness ----- def ----- Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Talents +1.00(-) Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand)]Staff of Destruction (20-24 power, 4 apr, fire element) =SOD= 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0(+10.5 - +13.5) Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (-20) Crit +0.0% (-3.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +15% Mind.crit +0% (-3%) Spell.pwr +10 (+8 eff.) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +20% lightning +0%(-2%) darkness +0%(-5%) mind +20% fire +20% arcane +20% cold ----- def ----- Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Spell.save +0 (+0 eff.) (-4 (-1 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Talents +0(+-1) Attune Mindstar +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
[vs. horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) (In main hand)]ash starstaff of fate (15-18 power, 3 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(+5.5 - +7.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-21) Crit +3.0% (-0.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +6% Mind.crit +0% (-3%) Spell.pwr +6 (+6 eff.) Mind.pwr +0 (+0 eff.) (-6 (-1 eff.)) Melee+ 0(-3) mind 0(-5) darkness Dmg.mod +15% physical +0%(-5%) mind +0%(-2%) darkness ----- def ----- Phys.save +7 (+2 eff.) (+2 (+1 eff.)) Spell.save +6 (+2 eff.) (+2 (+1 eff.)) Mind.save +7 (+2 eff.) (+4 (+1 eff.)) ---------- misc Equi/ret +0.00 (-0.90) Talents +0(+-1) Attune Mindstar +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. dwarven-steel gauntlets 'Yarichik' (0 def, 2 armour) (On hands)]Barydir the Glaciermalice (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Disrupt/Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +3% cold +5% mind +12% fire Acc +0 (+0 eff.) (-7 (-3 eff.)) On Melee Ret: * 39 arcane resource burn ----- def ----- Armour +2 (-) Fatigue +0% (-3%) Resists +0%(-6%) acid +12% fire +6% mind +6%(-) cold Phys.save +0 (+0 eff.) (-7 (-2 eff.)) Spell.save +22 (+6 eff.) (+10 (+2 eff.)) Mind.save +0 (+0 eff.) (-8 (-3 eff.)) Max.HP +0.00 (-80.00) Disarm- +0% (-31%) Teleport- +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. dwarven-steel gauntlets 'Yarichik' (0 def, 2 armour) (On hands)]Eremetir the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) (-) ----- def ----- Armour +2 (-) Fatigue +0% (-3%) Resists +12%(+6%) acid +2% physical +0%(-6%) cold +6% mind +9% temporal Phys.save +7 (+2 eff.) (-) Spell.save +0 (+0 eff.) (-12 (-4 eff.)) Mind.save +10 (+4 eff.) (+2 (+1 eff.)) Max.HP +0.00 (-80.00) Silence- +10% Disarm- +28% (-3%) Teleport- +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. dwarven-steel gauntlets 'Yarichik' (0 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature Acc +0 (+0 eff.) (-7 (-3 eff.)) ----- def ----- Armour +0 (-2) Fatigue +0% (-3%) Resists +0%(-6%) acid +0%(-6%) cold +10% nature Phys.save +0 (+0 eff.) (-7 (-2 eff.)) Spell.save +0 (+0 eff.) (-12 (-4 eff.)) Mind.save +0 (+0 eff.) (-8 (-3 eff.)) Max.HP +0.00 (-80.00) Poison- +20% Disarm- +0% (-31%) Teleport- +0% (-20%) ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. Eel-skin armour (16 def, 0 armour) (Main armor)]Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +0(-4) Str +2(-4) Dex +0(-4) Mag +0(-4) Wil +0(-7) Cun +0(-4) Con ----- def ----- Armour +8 Defense +5 (+0 eff.) (-11 (-7 eff.)) Fatigue +3% (+1%) Resists +0%(-15%) lightning +15% physical Poison- +0% (-50%) Pinning- +0% (-50%) Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 17.76 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. Kinetic Focus (6-7 power, 18 apr, physical damage) (In off hand)]Kindleransom (0 def, 4 armour, 36.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Master Apr +0 (-18) Crit +0.0% (-5.0%) Atk.spd inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.crit +0% (-4%) Mind.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +30% light +0%(-10%) physical Res.pen +0%(-6%) physical On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +4 Fatigue +8% Resists +16% cold +0%(-10%) physical +6% fire Phys.save +0 (+0 eff.) (-6 (-2 eff.)) ---------- misc Psi/m.crit +0.00 (-1.00) Talents +0(+-1) Psionic Maelstrom +1 Block Masteries +0.00(-0.10) Psionic/Kinetic mastery Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
[vs. Vorulaith the brass lantern (Light source)]Tarrutir the alchemist's lamp 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) ----- def ----- Resists +0%(-6%) cold +3% nature +0%(-3%) darkness Crit.dmg- 15.00% Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Mind.save +8 (+3 eff.) Max.HP +0.00 (-80.00) Heal.mod +0% (-11%) Cut- +20% Confus- +10% Knockbk- +0% (-20%) ---------- misc Light +8 (+5) See.Stealth +11 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 171] potent healing salve [power 171]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 171 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ynlyny the Cornac Solipsist level 14
46th Dusk 122nd year of Ascendancy at 17:34 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ynlyny the Cornac Solipsist level 14
52nd Dusk 122nd year of Ascendancy at 08:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ynlyny the Cornac Solipsist level 19
66th Haze 122nd year of Ascendancy at 19:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ynlyny the Cornac Solipsist level 10
4th Mirth 122nd year of Ascendancy at 09:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ynlyny the Cornac Solipsist level 20
67th Haze 122nd year of Ascendancy at 08:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ynlyny the Cornac Solipsist level 22
6th Decay 122nd year of Ascendancy at 04:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ynlyny the Cornac Solipsist level 8
79th Pyre 122nd year of Ascendancy at 05:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ynlyny the Cornac Solipsist level 15
72nd Dusk 122nd year of Ascendancy at 03:46 see stats
Log
Ynlyny converts some damage to Psi!
Lisythra the skeleton warrior's Shoot hits Ynlyny for (72 resonance), 16 to psi, 49 physical, (6 resonance), 1 to psi, 4 lightning (71 total damage).
Ynlyny converts some damage to Psi!
Ynlyny receives 6 healing (3 psi heal).
Deep Wound from Lisythra the skeleton warrior hits Ynlyny for (25 resonance), 6 to psi, 17 physical (23 total damage).
Bleeding from Lisythra the skeleton warrior hits Ynlyny for (25 resonance), 6 to psi, 17 physical (22 total damage).
Lisythra the skeleton warrior uses Steady Shot.
Lisythra the skeleton warrior's Steady Shot performs a ranged critical strike against Ynlyny!
Your resonance field crumbles under the damage!
The psychic field around Ynlyny crumbles.
Ynlyny mentally dismisses some damage!
Ynlyny converts some damage to Psi!
Lisythra the skeleton warrior's Steady Shot hits Ynlyny for (102 resonance), 38 to psi, 115 physical, (6 dismissed), 1 to psi, 4 lightning (158 total damage).
Ynlyny converts some damage to Psi!
Ynlyny receives 6 healing (3 psi heal).
Deep Wound from Lisythra the skeleton warrior hits Ynlyny for 7 to psi, 23 physical (30 total damage).
Bleeding from Lisythra the skeleton warrior hits Ynlyny for 11 to psi, 34 physical (45 total damage).
Ynlyny receives 137 healing (63 psi heal).
Ynlyny receives 25 healing (11 psi heal) from Mighty Girdle .
Lisythra the skeleton warrior uses Flare.
Ynlyny loses sight!
Ynlyny converts some damage to Psi!
Ynlyny receives 6 healing (3 psi heal).
Deep Wound from Lisythra the skeleton warrior hits Ynlyny for 7 to psi, 23 physical (30 total damage).
Bleeding from Lisythra the skeleton warrior hits Ynlyny for 11 to psi, 34 physical (45 total damage).
Ynlyny uses Infusion: Regeneration.
Ynlyny starts regenerating health quickly.













































































































