










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various 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 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! 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. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Go to Landmark 1.7.4Adds 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 28 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Yvutha the black crystal at level 27 on the 30th Shortage 122nd year of Ascendancy at 16:15 1 / 6Killed by minotaur at level 27 on the 1st Iron 123rd year of Ascendancy at 10:01 Killed by Ivitira the giant eel at level 27 on the 1st Iron 123rd year of Ascendancy at 14:06 Killed by Weirdling Beast at level 28 on the 3rd Iron 123rd year of Ascendancy at 23:34 Killed by Weirdling Beast at level 28 on the 4th Iron 123rd year of Ascendancy at 03:27 Killed by Yneiar at level 28 on the 4th Iron 123rd year of Ascendancy at 05:16 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 12 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 62 (base 58) |
| Willpower | 52 (base 44) |
| Cunning | 22 (base 14) |
Resources
| Steam | 100/100 |
| Mana | 422/422 |
| Equilibrium | 49 |
| Vim | 208/208 |
| Life | 820/820 |
| Psi | 162/162 |
| Stamina | 266/266 |
| Paradox | 300 |
| Healing Factor | 1.3991723257556 |
| Regeneration | 12.942344013239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -53.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 8 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 45 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 45 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +45% |
| Light | +3% |
| Blight | +9% |
| Physical | +3% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +29% |
| Temporal | +12% |
| Physical | +20% |
| Mind | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 5 |
| Physical Save | 30 |
| Spell Save | 34 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 32%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 65%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 56%( 70%) |
| Fire | + 46%( 70%) |
| Lightning | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Silence Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Arcane Combat |
| talent | Eldritch Infusion |
| talent | Energy Decomposition |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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. | 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. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 skeleton mage skull. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 bear paw. * '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 warg claw. 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 electric eel tail. * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. | 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 within4 lumberjacks have died. | done |
Equipment
| Psionic focus | dragonbone magestaff 'Kyndur' (30-36 power, 6 apr, lightning element) 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +15.00% Physical Power +20 (+6 eff.) Spellpower +36 (+9 eff.) Damage +30% lightning When Hit 6 physical defense ------ Armor +2 Resistance +11% darkness +11% temporal Out-of-Phase Defense +24 Out-of-Phase Resistance +23% Out-of-Phase Resilience +11% other ------- Mana/turn +0.37 Talents +2 Flame Bolts +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Light source | Polebeth the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +9% temporal Mind save +6 (+3 eff.) Healmod +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +20.00 Light +3 See Stealth +8 See Invisibility +5 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 | iron helm 'Xeriwe' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Critical power +15.00% Spellpower +5 (+1 eff.) Damage +3% blight When Hit 2 blight On-Hit (Melee): * 10% chance to reduce armor by 40% defense ------ Armor +3 Fatigue +5% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Shinewisp (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Move Speed +25% Damage +3% light Ignore resists +14% darkness +12% temporal When Hit 4 light defense ------ Armor +3 Fatigue -6% Resistance +20% temporal +14% darkness +3% light Physical save +8 (+4 eff.) Out-of-Phase Defense +33 Out-of-Phase Resistance +29% Out-of-Phase Resilience +33% other ------- Encumbrance +30 Light +2 A pair of boots made of leather. |
| Tool | Aerinor the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +4 Resistance +6% mind +3% temporal Crit Resistance 5.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Jetquencher 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Move Speed +15% Damage +6% blight Ignore resists +15% darkness Accuracy +8 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Defense +9 (+4 eff.) Resistance +12% darkness +6% fire Physical save +11 (+6 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Life +64.00 Life Regen +9.00 Healmod +12% other ------- Vim when Hit +2.00 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Glorymith the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +15 (+5 eff.) Damage +3% physical Ignore resists +10% mind +20% physical defense ------ Unlife -60.00 life Silence Resist +22% other ------- Mana/turn +0.10 Vim when Hit +2.00 Rings make your fingers look great! |
| Around neck | grounding gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
| In main hand | Bokehir (0 def, 6 armour, 32-38 power, 77.5 block) 7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Rare] Master When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 60% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-Hit, radius 1 +4 acid While equipped: offense ------ Critical power +5.00% Mindpower +20 (+6 eff.) Damage +3% acid Ignore resists +15% acid defense ------ Armor +6 Fatigue +8% Resistance +15% acid +20% fire +15% darkness +15% blight Damage Reduction +5 acid +5 darkness +5 blight Mind save +9 (+4 eff.) other ------- Psi when Hit +0.12 Talents +1 Block Handheld deflection devices. |
| Around waist | rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Fatigue -12% Resistance +6% blight other ------- Encumbrance +30 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | exposing dwarven-steel shield of physical resistance (0%) (0 def, 6 armour, 31-37 power, 74.5 block) 7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego] Master/Psionic When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 60% Wil Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +74 While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 32 When Hit: * 12% chance to reduce all saves and defense by 32 defense ------ Armor +6 Fatigue +8% Resistance +0% acid +32% physical +0% darkness +20% blight +20% fire Damage Reduction +0 acid +10 physical +0 darkness +10 blight +10 fire other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | marshal's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +2 (+1 eff.) Resistance +13% darkness +13% temporal Physical save +8 (+4 eff.) Life +62.00 Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% other ------- Talents +2 Fiery Cleansing On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 85.20 to 255.61 lightning damage (170.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
medical injector implant of the duelist (efficiency 142% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (die at -390; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -390 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 390 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 500%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 662%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 335; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Cuthurand0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Wil +5 Cun defense ------ Resistance +5% arcane Crit Resistance 10.00% Stun Resist +20% Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
restful copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 6 light 5 darkness Damage +6% light +5% darkness When Hit: * 6% chance to blind * 6% chance to reduce damage dealt by 26% defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
serendipitous steel amulet of magic (+9)0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +9 Lck +3 Mag offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resist unseen 10% Amulets make your neck look great! |
steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
stralite amulet 'Ulfogodir'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Dex +9 Cun +3 Con offense ------ Critical power +10.00% Physical Power +8 (+2 eff.) Mindpower +10 (+3 eff.) Move Speed +10% Combat Speed +10% Damage +6% physical Ignore resists +15% arcane defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +1.30 Max hate +4.00 Amulets make your neck look great! |
wanderer's copper amulet of constitution (+4)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Dimsting0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Mind Crit +1% Ignore resists +15% mind defense ------ Resistance +3% darkness Life +22.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +24% Rings make your fingers look great! |
Gunydin the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +1 Mag +5 Cun offense ------ Accuracy +5 (+1 eff.) defense ------ Resistance +6% lightning Spell save +6 (+3 eff.) Cut Resist +10% Confus Resist +20% Teleport Resist +10% Rings make your fingers look great! |
copper ring of frost (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +24% cold Rings make your fingers look great! |
psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +11% mind defense ------ Resistance +11% mind Spell save +6 (+3 eff.) Rings make your fingers look great! |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+3 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Mirrorazor (35-52 power, 23 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 24 [Unique] Arcane/Steamtech Weapon Damage 35.0 - 52.5 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +5.0% Attack Speed 100% Block +60 Damage Conversion 50% temporal On Hit: 8% Turn Back the Clock level 2 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +20 (+10 eff.) Fatigue +8% Resistance +15% temporal other ------- Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
Glyralle the Blazesquall1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +3% light +3% temporal Spell save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Elenoleg the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Critical power +10.00% Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aeriwyn' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +5 Mag +3 Wil +3 Cun defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixumbra the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +5 Str +1 Wil +1 Cun offense ------ Damage +12% temporal When Hit 2 mind defense ------ Resistance +12% fire +12% temporal +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Elenolegrim' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Con offense ------ Spell Crit +4% Critical power +13.00% Spellpower +2 (+0 eff.) Damage +13% acid +5% physical +10% cold +10% fire Ignore Armor +3 defense ------ Resistance +12% acid +13% physical +13% fire +13% cold +11% all Spell save +17 (+8 eff.) other ------- Stamina/turn +2.00 Hate-on-crit +3.00 Psi-on-crit +3.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +6% all defense ------ Resistance +12% mind +11% darkness +9% all Physical save +10 (+5 eff.) Spell save +14 (+7 eff.) Mind save +22 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Pitchlady (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% darkness Ignore resists +15% darkness +5% light On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Armor +1 Resistance +12% fire Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Voryma the pair of rough leather boots (15 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Cun offense ------ Physical Crit +3.0% When Hit 4 mind defense ------ Armor +3 Defense +15 (+7 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Zerygastir (4 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +6 Wil offense ------ Ignore resists +10% blight +5% arcane defense ------ Armor +3 Defense +4 (+2 eff.) Resistance +7% cold +7% fire Physical save +7 (+4 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) other ------- Max mana +60.00 Max vim +10.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Str +2 Dex +5 Mag +5 Wil +3 Cun offense ------ Spellpower +6 (+1 eff.) On-Hit 4 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 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. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 10 cold Damage +5% cold Accuracy +13 (+4 eff.) defense ------ Armor +2 Resistance +7% cold 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. |
Poxsun the hardened leather hat (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +6 Con offense ------ Ignore resists +25% physical Ignore Armor +5 On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +7 Fatigue +3% Resistance +8% blight Mind save +9 (+4 eff.) A hat made of leather. Very stylish. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Therapeutic Platemail (4 def, 10 armour)12.0 Encumbrance T2 massive armor Reqs - Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+5 eff.) defense ------ Armor +10 Defense +4 (+2 eff.) Fatigue +22% Resistance +10% fire +15% cold Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
demon seed [daelach] (28, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Stun Resist +67% Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretchling] (16, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (27, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (25, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (26, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (15, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (17, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +16% blight +16% fire +16% darkness Ignore resists +9% blight +9% fire +9% darkness Demon status: alive (66% life). The seed of a demon. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
465 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 129.96 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 129.96 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Emeta'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore Armor +3 defense ------ Resistance +3% acid Physical save +6 (+3 eff.) Healmod +10% other ------- Max stamina +10.00 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 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 20% 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
soothing dwarven-steel torque of psionic shield [power 79] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of gale force [power 125] (18 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Xoyaba [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Cun defense ------ Resistance +3% acid other ------- EQ when Hit +0.12 See Invisibility +3 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gilodar the elven-wood wand of lightning storm [power 332] (15 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +12% blight Ignore resists +20% blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Create a radius 3 storm for 5 turns. Each turn, creatures within take 96 lightning damage and will be dazed for 1 turn (481 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of lightning storm [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (159 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of clairvoyance [power 8] (12 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 8, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yneiar the Dwarf Adventurer level 10
8th Wealth 122nd year of Ascendancy at 10:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yneiar the Dwarf Adventurer level 23
1st Shortage 122nd year of Ascendancy at 03:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yneiar the Dwarf Adventurer level 10
36th Profit 122nd year of Ascendancy at 21:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yneiar the Dwarf Adventurer level 20
30th Dearth 122nd year of Ascendancy at 11:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yneiar the Dwarf Adventurer level 25
3rd Shortage 122nd year of Ascendancy at 13:25 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Yneiar the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 12:58 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yneiar the Dwarf Adventurer level 10
37th Profit 122nd year of Ascendancy at 16:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yneiar the Dwarf Adventurer level 10
41st Profit 122nd year of Ascendancy at 07:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yneiar the Dwarf Adventurer level 18
4th Dearth 122nd year of Ascendancy at 15:59 see stats
Log
Talent Energy Decomposition is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Eldritch Fury is ready to use.
Talent Entropy is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Eldritch Stone is ready to use.
Talent Healing Nexus is ready to use.
Talent Fiery Cleansing is ready to use.
Talent Eldritch Slam is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Yneiar activates Elemental Harmony.
Yneiar activates Energy Decomposition.
Yneiar activates Shards.
Yneiar activates Eldritch Infusion.
Yneiar deactivates Elemental Harmony.
Resting starts...
Talent Elemental Harmony is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).
Yneiar activates Arcane Combat.
Yneiar activates Beyond the Flesh.
Yneiar activates Mitosis.




































































































































