
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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! Proper Possession 1.7.0
Frequently Asked Questions: 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.] 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. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Embers With All Races 1.7.4Adds 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). 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! 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:
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. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. 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. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Ogre |
| Class | Adventurer |
| Level / Exp | 24 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Gurenn the thief at level 18 on the 56th Haze 122nd year of Ascendancy at 21:37 0 / 7Killed by Emarin the rattlesnake at level 20 on the 71st Haze 122nd year of Ascendancy at 05:11 Killed by Beluda the dire wolf at level 20 on the 71st Haze 122nd year of Ascendancy at 09:27 Killed by Nerissra the giant yellow ant at level 20 on the 71st Haze 122nd year of Ascendancy at 11:21 Killed by Poridakira the warg at level 21 on the 4th Decay 122nd year of Ascendancy at 03:38 Killed by teluvorta at level 24 on the 9th Decay 122nd year of Ascendancy at 21:21 Killed by dredgling at level 24 on the 10th Decay 122nd year of Ascendancy at 10:35 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 55 (base 44) |
| Constitution | 23 (base 12) |
| Magic | 16 (base 12) |
| Willpower | 25 (base 23) |
| Cunning | 64 (base 41) |
Resources
| Mana | 242/253 |
| Equilibrium | 169 |
| Vim | 160/192 |
| Life | -108/658 |
| Steam | 17/100 |
| Psi | 100/100 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 23.76615990681 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 24 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 56 |
| Crit Chance | 29% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 44 |
| Crit Chance | 22% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Arcane | +12% |
| Cold | +10% |
| All | 0% |
| Lightning | +11% |
| Temporal | +3% |
| Physical | +15% |
| Mind | +5% |
| Nature | +9% |
Offense: Damage Penetration
| Acid | +46% |
| Blight | +51% |
| Nature | +46% |
| Mind | +41% |
| All | +31% |
Defense: Base
| Armour (hardiness) | 37.445220615861 (30%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 47%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 41%( 70%) |
| Mind | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Teleport Resistance | 0% |
| Confusion Resistance | 23% |
| Silence Resistance | 42% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 50 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. |
Class Talents
| Steamtech / Gadgets | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Heavy weapons | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Dread | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Miasma Engine |
| talent | Mechanical Arms |
| talent | Boltgun |
| talent | Exoskeleton |
| talent | Premonition |
| talent | Mitosis |
| detrimental effect | The target is on fire, taking 15.02 fire damage per turn. Burning |
| beneficial effect | Has 3 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 3 Ammo |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 7% talent failure, 22% reduced healing, and take 42.78 additional acid damage from melee and ranged attacks. Miasma Engine |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is wasting away, taking 35.57 temporal damage per turn. Wasting |
| beneficial effect | Improves senses, allowing the detection of enemies in radius 18 and increasing resistance penetration by 31%. Hypervision Goggles |
| beneficial effect | The target is out of phase with reality, increasing defense by 25, resist all by 25%, and reducing the duration of detrimental timed effects by 25%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | Huge cut that bleeds, doing 21.02 physical damage per turn. Bleeding |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target has 18 increased life regeneration. Recovery |
| beneficial effect | 1% chance to fully absorb any damaging actions. Smogscreen |
| beneficial effect | Reduces blight damage received by 13%. Premonition Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target has been dominated. It is unable to move and has lost 10 armor and 14 defense. Attacks from Ben Cruthdar, the Abomination gain 19% damage penetration. Dominated |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by Nerissra the giant yellow ant. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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: * '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.' * You've found the needed electric eel tail. * You've found the needed ice ant stinger. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | fungal dwarven-steel steamgun of tinkering (+4)4.0 Encumbrance T3 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Cun +2 Con offense ------ Steampower +8 (+2 eff.) other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | chilling pouch of dwarven-steel shots of crippling (17/17, 150% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 151% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 17 On-ranged-hit +5 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| On hands | Balechak the Unlightmight (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +15 (+5 eff.) On-Hit 5 mind 7 acid Damage +5% mind +5% acid Ignore resists +10% mind defense ------ Armor +7 Resistance +6% acid +6% mind +3% darkness Mind save +5 (+2 eff.) Life +40.00 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 mind +7 acid On Hit: 20% Psychic Lobotomy level 3 On Hit: 10% Battle Shout level 3 On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Halymalach the Plaguesmasher2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +6 Con offense ------ Physical Power +15 (+5 eff.) Damage +3% arcane When Hit 12 fire On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Resistance +6% fire Physical save +3 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Cyryta' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +6% acid +3% temporal On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Armor +3 Fatigue +1% Resistance +15% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A cap made of leather. |
| On feet | pair of hardened leather boots 'Lisuth' (0 def, 8 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex defense ------ Armor +8 Fatigue -6% Resistance +8% acid +3% light +7% fire +8% lightning +7% cold Physical save +7 (+4 eff.) other ------- Encumbrance +29 See Invisibility +6 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 168% 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. |
| Tool | ash wand of shielding 'Emyyada' [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Spell Crit +2% Spellpower/crit +2 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Islalewen the Barkweeper0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Con offense ------ Ignore resists +15% nature defense ------ Resistance +3% darkness Mind save +6 (+3 eff.) Silence Resist +20% Confus Resist +23% Rings make your fingers look great! |
| On fingers | copper ring 'Gunezor'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +4 Unlife -80.00 life Silence Resist +22% other ------- Mana/turn +0.10 Max stamina +30.00 Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Signal4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn Uses 2.0 Steam Flare: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 7 Cooldown: 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 21 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
| Around 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. |
| In off hand | Yvumira the living mindstar (114% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +4 blight On-Hit, radius 1 +12 mind While equipped: Stats +6 Cun offense ------ Mind Crit +5% Critical power +19.00% Mindpower +10 (+3 eff.) On-Hit 16 acid Damage +10% acid +15% physical +10% cold +9% arcane +11% lightning Ignore resists +15% acid defense ------ Defense +15 (+5 eff.) Resistance +18% acid Life Regen +3.00 Pinning Resist +37% other ------- Max mana +60.00 Talents +1 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. |
| Cloak | Zerydukan the Oozeking (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Wil offense ------ Mindpower +15 (+5 eff.) Damage +3% acid +9% nature When Hit 4 mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Huryrab (14 def, 10 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Mag +5 Cun offense ------ Mindpower +7 (+2 eff.) Ignore resists +20% blight Ignore Shields +30% defense ------ Armor +10 Defense +14 (+5 eff.) Fatigue +8% Resistance +28% lightning +11% physical +8% fire +7% acid +11% cold other ------- Vim-on-crit +1.00 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 81% / cooldown 57%)0.1 Encumbrance T1 implant scroll [Normal] 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 81% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 81% / cooldown 61%)0.1 Encumbrance T1 implant scroll [Normal] 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 81% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 112% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Normal] 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 112% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 158% / cooldown 77%)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 158% efficiency and cooldown mod of 77%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 125% / cooldown 83%)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 125% efficiency and cooldown mod of 83%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 215; 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 instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 100; 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 instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 572%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 19%; physical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 25 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chillhacker the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +6% temporal Ignore resists +15% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +5 (+2 eff.) Max Resistance +2% all Physical save +11 (+6 eff.) Blind Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Lorinik'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +6 Mag +4 Cun other ------- Psi when Hit +0.12 Light +3 Amulets make your neck look great! |
savior's copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Physical save +11 (+6 eff.) Spell save +11 (+6 eff.) Mind save +11 (+5 eff.) Amulets make your neck look great! |
Hydor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid +2% physical +15% cold Spell save +6 (+3 eff.) Silence Resist +10% other ------- Max stamina +20.00 Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +4 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
Dagger of the Past (139% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Ragefang (128% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 128% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +5 Cun +5 Con defense ------ Resistance +3% acid +3% fire +6% darkness Crit Resistance 5.00% Unlife -60.00 life Massive two-handed mauls. |
Ivawyn (119% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Mag offense ------ Spellpower +5 (+3 eff.) other ------- Max mana +20.00 Sharp, long, and deadly. |
iron longsword 'Skyvengeance' (115% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Disrupt Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Damage Against +6% Unnatural While equipped: Stats +3 Mag +2 Wil +1 Con offense ------ Damage +6% acid Ignore resists +5% lightning Sharp, long, and deadly. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Cold Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Stokebringer (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: Stats +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Ignore resists +25% fire When Hit 6 mind On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Spell save +3 (+2 eff.) other ------- Talents +1 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. |
Blackstrike4.0 Encumbrance T3 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: * 20% chance to reduce damage dealt by 25% While equipped: Stats +6 Wil +8 Con offense ------ Damage +3% mind +6% darkness When Hit 6 mind On-Hit (Ranged): * 20% chance to reduce damage dealt by 25% defense ------ Life +42.00 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Lelaregontir'4.0 Encumbrance T2 sling 1H weapon [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +12 acid On-crit, radius 2 +4 mind While equipped: Stats +5 Wil +3 Cun +7 Con offense ------ Physical Crit +1.0% Damage +3% acid Ignore resists +6% physical Accuracy +6 (+2 eff.) defense ------ Resistance +3% acid Life +16.00 Slings are used to hurl stones or metal shots at your foes. |
Flashpoint4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
penetrating dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 cold Uses 2.0 Steam While equipped: offense ------ Damage +13% cold Ignore resists +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun of lightning4.0 Encumbrance T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +8 lightning Uses 2.0 Steam While equipped: Stats +5 Dex offense ------ Damage +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yarorab the steel steamsaw (94% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 [Random Unique] Arcane/Steamtech Weapon Damage 125% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 On-Hit, radius 1 +7 fire Uses 1.0 Steam When used to Attack: Block +20 On-hit +11 light +12 darkness While equipped: Stats +4 Mag +2 Wil +3 Cun offense ------ Spellpower +6 (+3 eff.) Damage +10% light +12% darkness defense ------ Armor +6 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% light +17% darkness Cut Resist +10% Silence Resist +20% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Hathyran the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +7.0% Mind Crit +7% defense ------ Resistance +6% nature Physical save +12 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
Offalking the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Mag +3 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
Woesage the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: Stats +3 Cun +8 Mag offense ------ Ignore resists +5% cold defense ------ Resistance +9% acid +6% darkness +10% blight other ------- See Invisibility +9 A belt that goes around your waist. |
noble's hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +20% Summoned defense ------ Fatigue -5% Resist Against +23% Summoned other ------- Encumbrance +26 A belt that goes around your waist. |
Ce'Nolemira (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Critical power +20.00% Mindpower +10 (+3 eff.) defense ------ Defense +2 (+1 eff.) other ------- Hate-on-crit +4.00 Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbratorrent the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Resistance +3% mind +1% physical +3% darkness +5% arcane Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+8 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Gunatodor (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Mind Crit +6% Spellpower +4 (+2 eff.) Ignore resists +10% mind defense ------ Armor +1 other ------- EQ when Hit +0.04 Max hate +2.00 A pair of boots made of leather. |
pair of hardened leather boots 'Issokor' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +2 Wil +3 Mag offense ------ Spell Crit +1% Critical power +15.00% Spellpower/crit +10 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 defense ------ Armor +3 Resistance +6% blight Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 18 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 53 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Thunderraven the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +4 Cun offense ------ On-Hit 6 acid Damage +3% acid Ignore resists +5% lightning +5% mind defense ------ Armor +1 Fatigue +1% Resistance +5% acid Mind save +3 (+1 eff.) other ------- EQ when Hit +0.12 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +5% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 129% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +5 arcane On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con defense ------ Armor +6 Hardiness +6% Resistance +5% physical Unarmed combat: Weapon Damage 110% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 5% Stone Touch level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blackspike (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Cun +3 Con offense ------ Ignore resists +5% darkness defense ------ Armor +1 Fatigue +1% Resistance +5% arcane A cap made of leather. |
Brodathel the Darktrial (5 def, 9 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Dex offense ------ Damage +9% darkness Ignore resists +15% cold defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +3% Resistance +6% cold +12% darkness +3% all Physical save +18 (+9 eff.) other ------- Infravision +2 A hat made of leather. Very stylish. |
Cuthygrim the Sootspawner (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag offense ------ Damage +12% darkness +10% cold Ignore resists +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% cold A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Layuta the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +11% acid Ignore resists +5% acid defense ------ Defense +1 (+0 eff.) Resistance +25% acid Mind save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Malytoyon the Taintwrecker (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +12% light +6% nature +12% mind On-Hit (Melee): * 10% chance to slow global speed by 58% * 20% chance to reduce armor by 22% defense ------ Defense +2 (+1 eff.) Resistance +6% nature +6% light +12% mind A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed hardened leather hat of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Wrathroot's Barkwood (9 def, 10 armour, 143% power, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Str 25 [Unique] Nature When used to Attack: Weapon Damage 144% Range: 1.0x-1.4x Uses 150% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
quiver of yew arrows 'Umbraseam' (25/25, 161% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 161% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 25 On-ranged-hit +4 mind On-Hit, radius 1 +8 darkness On-crit, radius 2 +12 darkness On Hit: * 20% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
5 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. |
250 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 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
sapper's iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
Bregugagen the Oaktreason2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Dex offense ------ Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Defense +5 (+2 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Light +3 See Stealth +7 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gloraremira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Wil +2 Con defense ------ Crit Resistance 5.00% Life +40.00 other ------- Max hate +4.00 Light +3 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of 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. |
high-capacity pouch of dwarven-steel shots of paradox (55/55, 153% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 154% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 55 On-ranged-hit +8 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Blastoracle the steel torque of mindblast [power 175] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% arcane +12% mind Ignore resists +10% lightning +5% mind When Hit 2 arcane Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Charomithad the Squalorbone [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% nature When Hit 2 light defense ------ Resistance +9% blight +3% fire +3% darkness Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Quenchtaint [power 245] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Critical power +10.00% Ignore resists +10% cold defense ------ Resistance +3% temporal Healmod +20% Stun Resist +20% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 282 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Galemight' [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +25% cold When Hit 4 lightning defense ------ Resistance +6% lightning Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Aerelralaith' [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Con defense ------ Armor +4 Crit Resistance 15.00% Stun Resist +20% Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Betyra the elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +2% Damage +3% temporal When Hit 2 temporal defense ------ Resistance +3% temporal Heal yourself and all friendly characters within 10 spaces for 110 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. |
Blazebone the ash totem of healing [power 188] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +15% lightning When Hit 4 lightning 2 fire Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown 100% to heal for 30. 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Lorelach the Bleakvice [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str offense ------ Damage +12% physical Ignore resists +5% darkness defense ------ Defense +10 (+3 eff.) Resistance +3% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
4 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Iastmi the Ogre Adventurer level 23
9th Decay 122nd year of Ascendancy at 10:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Iastmi the Ogre Adventurer level 15
47th Dusk 122nd year of Ascendancy at 16:27 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Iastmi the Ogre Adventurer level 23
8th Decay 122nd year of Ascendancy at 04:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Iastmi the Ogre Adventurer level 21
4th Decay 122nd year of Ascendancy at 23:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Iastmi the Ogre Adventurer level 10
7th Mirth 122nd year of Ascendancy at 23:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Iastmi the Ogre Adventurer level 20
66th Haze 122nd year of Ascendancy at 03:46 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Iastmi the Ogre Adventurer level 20
75th Haze 122nd year of Ascendancy at 10:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Iastmi the Ogre Adventurer level 22
5th Decay 122nd year of Ascendancy at 22:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Iastmi the Ogre Adventurer level 22
5th Decay 122nd year of Ascendancy at 23:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Iastmi the Ogre Adventurer level 10
8th Mirth 122nd year of Ascendancy at 19:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Iastmi the Ogre Adventurer level 10
10th Mirth 122nd year of Ascendancy at 19:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Iastmi the Ogre Adventurer level 23
8th Decay 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Iastmi the Ogre Adventurer level 15
39th Haze 122nd year of Ascendancy at 10:59 see stats
Log
Ben Cruthdar, the Abomination uses Dominate.
Iastmi has been dominated!
Ben Cruthdar, the Abomination converts damage to paradox!
Iastmi shares damage with her oozes!
Ben Cruthdar, the Abomination hits Iastmi for (6 exoskeleton), 31 physical, (0 exoskeleton), 11 fire, (0 exoskeleton), 13 temporal, (0 exoskeleton), 29 physical, (0 exoskeleton), 11 fire, (0 exoskeleton), 13 temporal (108 total damage).
Melee retaliation hits Ben Cruthdar, the Abomination for (3 converted), 6 fire, (1 converted), 1 mind, (3 converted), 6 fire, (1 converted), 1 mind (15 total damage).
Ce'Nywen the dredgling casts Bone Spear.
Ce'Nywen the dredgling performs a melee critical strike against Bloated ooze!
Iastmi shares damage with her oozes!
Ce'Nywen the dredgling receives 3 healing from Ruin.
Ce'Nywen the dredgling receives 2 healing from Life Tap.
Ce'Nywen the dredgling hits Bloated ooze for 49 blight, 4 light, 8 blight (60 total damage).
Ce'Nywen the dredgling hits Iastmi for (0 exoskeleton), 18 physical, (0 exoskeleton), 1 fire (19 total damage).
Ce'Nywen the dredgling killed Bloated ooze!
Iastmi casts Fearscape Shift.
Ce'Nywen the dredgling is not dazed anymore.
Iastmi hits Ce'Nywen the dredgling for 72 fire damage.
Iastmi hits Dredgling for 72 fire damage.
Iastmi shares damage with her oozes!
Iastmi's demonfire area effect hits Iastmi for 6 fire damage.
Iastmi's demonfire area effect hits Ce'Nywen the dredgling for 18 fire damage.
Iastmi's demonfire area effect hits Dredgling for 18 fire damage.
Exoskeleton hits Iastmi for (0 exoskeleton) damage.
Iastmi shares damage with her oozes!
Wasting from Dredge captain hits Iastmi for (0 exoskeleton), 15 temporal (15 total damage).
Mechanical Arms hits Dredgling for 53 acid, 44 nature, 4 blight, 29 acid, 5 mind, 13 mind (148 total damage).
Burning from Ben Cruthdar, the Abomination hits Iastmi for (0 exoskeleton), 4 fire (4 total damage).
Bleeding from Ben Cruthdar, the Abomination hits Iastmi for (0 exoskeleton), 12 physical (12 total damage).
Dredgling casts Dust to Dust.
































































































































