









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ignore Race/Class Locks 1.1.0Modifies 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.] Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mindslinger 1.6.0Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Grove Keeper 1.6.0Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Tinker Hero |
| Level / Exp | 23 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 12 on the 10th Dusk 122nd year of Ascendancy at 07:32 1 / 5Killed by Horned Horror at level 18 on the 76th Dusk 122nd year of Ascendancy at 03:52 Killed by Liselaith the vampire at level 21 on the 8th Regrowth 123rd year of Ascendancy at 17:23 Killed by venom wyrm at level 23 on the 12nd Regrowth 123rd year of Ascendancy at 18:07 Killed by Yvidhera at level 23 on the 12nd Regrowth 123rd year of Ascendancy at 18:12 |
Primary Stats
| Strength | 46 (base 9) |
| Dexterity | 47 (base 11) |
| Constitution | 51 (base 42) |
| Magic | 18 (base 9) |
| Willpower | 23 (base 10) |
| Cunning | 66 (base 50) |
Resources
| Life | 719/719 |
| Steam | 100/100 |
| Stamina | 198/198 |
| Psi | 113/113 |
| Healing Factor | 1.3882805429864 |
| Regeneration | 4.1648416289593 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 46 |
| Crit Chance | 48% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +18% |
| Blight | +14% |
| Arcane | +19% |
| Fire | +23% |
| All | +8% |
Offense: Damage Penetration
| Fire | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 50 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 8 |
| Physical Save | 36 |
| Spell Save | 22 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Cold | + 29%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 68%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Stun Resistance | 96% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 51%. |
Class Talents
| Technique / Archery prowess | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Sniper | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Concealment |
| 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 |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Yvidhera. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ranger's yew longbow of fire4.0 T3 longbow 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
| Quiver | Mardotar the Frozenripper (12/18, 31.5-44.1 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 31.5 - 44.1 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 18 Ranged+ +20 mind +20 cold On Hit.r1 +4 cold On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Arrows are used with bows to pierce your foes to death. |
| Light source | Singevenom the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning +5% fire Melee Ret 2 fire ----- def ----- Resists +3% cold Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On feet | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 1.2 Pwr.cost 25 out of 25/25. Range 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Ragontir the ash wand of shielding [power 132] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Str ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +6 Create a shield absorbing up to 132 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
| On fingers | psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +24% Rings can have magical properties. |
| Around neck | Balysta the Hellsreeve0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Wil +5 Con dps ---------- Res.pen +5% fire ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc See.Invis +9 Amulets can have magical properties. |
| In main hand | runic elven-wood longbow4.0 T4 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Arcane Vortex 3 While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+6 eff.) Dmg.mod +11% arcane Longbows are used to shoot arrows at your foes. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Around waist | Ce'Nalranor the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Acc +30 (+10 eff.) ----- def ----- Resists +6% temporal +7% light +6% mind +6% fire +3% nature +6% darkness A belt that goes around your waist. |
| Cloak | Aerodara the cashmere cloak (2 def, 8 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +12% blight +18% cold +30% lightning Crit.dmg- 5.00% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 20 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 20 physical ----- def ----- Armour +20 Defense +14 (+6 eff.) Fatigue +1% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
medical injector implant of the warrior (efficiency 125% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 141; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 141 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of mastery (0.12 Chronomancy / Threaded Combat)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +22% ---------- misc Masteries +0.12 Chronomancy/Threaded Combat Amulets can have magical properties. |
copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
mule's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -4% Resists +20% acid ---------- misc Max.enc +22 Rings can have magical properties. |
warrior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Rings can have magical properties. |
wizard's copper ring of arcana (+0.14/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
Gybeth the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Wil +6 Cun +5 Con dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Acc +9 (+3 eff.) ----- def ----- Resists +9% nature +6% blight Phys.save +10 (+5 eff.) Poison- +14% Disease- +12% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.08 Max.psi +50.00 Rings can have magical properties. |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +10 See.Invis +8 Rings can have magical properties. |
mighty elm longbow of true flight4.0 T1 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.crit +9.0% Phys.pwr +8 (+3 eff.) Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
ranger's ash longbow4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
steady ash longbow4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
caustic yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +27 acid +20 nature While equipped: Stats +6 Dex dps ---------- Res.pen +8% acid +8% physical +8% nature Apr +11 Longbows are used to shoot arrows at your foes. |
mighty yew longbow4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
mighty yew longbow of acid4.0 T3 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +21% acid Longbows are used to shoot arrows at your foes. |
psychokinetic quiver of ash arrows of grasping (19/20, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego++] Nature/Psionic Power 21.0 - 29.4 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Ranged+ +8 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical Melee Ret 0 physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Fatigue +0% Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.59 to 48.24 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +9% physical +9% cold ----- def ----- Resists +6% lightning +5% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +42.00 HP.reg +1.70 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of blight (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% blight +13% arcane ----- def ----- Resists +15% blight +11% all ---------- misc Max.mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% light +10% darkness A suit of armour made of leather. |
Tarrublek the Blazequell (13 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% lightning Res.pen +20% lightning Apr +10 Melee Ret 0 physical ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +7% ---------- misc Stam/turn +0.70 Light +2 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 89 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cleansing cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% blight +7% physical +11% nature Phys.save +12 (+5 eff.) A suit of armour made of leather. |
radiant steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +14% darkness +17% lightning ---------- misc Light +1 A suit of armour made of mail. |
Lelidur the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Master While equipped: Stats +8 Str ----- def ----- Armour +16 Fatigue +22% Resists +10% physical +9% light +26% cold +21% fire +16% darkness Silence- +10% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Brenuretir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +6 Wil +1 Cun dps ---------- Dmg.mod +6% temporal ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisussra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Crit.dmg- 5.00% Spell.save +9 (+4 eff.) Mind.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+6 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
thick cashmere cloak of Eldoral (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +0% lightning Stun/Frz- +0% A black cloak, with subtle illusion enchantments woven into its very fabric. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 191.91 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +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. |
storm dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 7 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning 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. |
Unridrastir the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% fire +5% cold Cut- +20% A pointy cloth hat, very wizardly... |
grounding rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A hat made of leather. Very stylish. |
miner's rough leather hat of constitution (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
rough leather hat 'Ariressra' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +9% physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +1 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
miner's rough leather cap of constitution (+2) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
51 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 59% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 251] powerful healing salve [power 251]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 59% cooldown modifier. Heal 251 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.6 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 9 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 50% 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 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive iron torque of gale force [power 50] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 6 spaces and dealing 54 damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ragehir the elm wand of conjuration [power 55] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +1 Con dps ---------- Dmg.mod +3% mind ---------- misc Psi/ret +0.12 Fire a magical bolt dealing 55 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator
Killed 1000 creatures.By Yvidhera the Skeleton Tinker Hero level 15
24th Dusk 122nd year of Ascendancy at 02:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yvidhera the Skeleton Tinker Hero level 20
9th Allure 123rd year of Ascendancy at 00:54 see stats
Level 10
Got a character to level 10.By Yvidhera the Skeleton Tinker Hero level 10
3rd Summertide 122nd year of Ascendancy at 04:49 see stats
Level 20
Got a character to level 20.By Yvidhera the Skeleton Tinker Hero level 20
1st Allure 123rd year of Ascendancy at 16:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Yvidhera the Skeleton Tinker Hero level 19
32nd Haze 122nd year of Ascendancy at 09:29 see stats
The Arena
Unlocked Arena mode.By Yvidhera the Skeleton Tinker Hero level 8
6th Mirth 122nd year of Ascendancy at 14:20 see stats
The secret city
Discovered the truth about mages.By Yvidhera the Skeleton Tinker Hero level 14
18th Dusk 122nd year of Ascendancy at 23:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Yvidhera the Skeleton Tinker Hero level 16
49th Dusk 122nd year of Ascendancy at 05:06 see stats
Log
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Carrion worm mass's wormblight area effect hits Venom drake hatchling for 4 blight damage.
Carrion worm mass's wormblight area effect hits Yvidhera for (3 absorbed), 0 blight (0 total damage).
Venom wyrm breathes acid!
Venom drake hatchling is disarmed!
Your shield crumbles under the damage!
The shield around Yvidhera crumbles.
Venom wyrm hits Wretchling for 0 acid damage.
Venom wyrm hits Yvidhera for (73 absorbed), 226 acid (226 total damage).
Venom wyrm hits Venom drake hatchling for 0 acid damage.
Venom wyrm hits Wretchling for 0 acid damage.
Venom wyrm hits Venom drake hatchling for 0 acid damage.
Yvidhera the level 23 skeleton tinker hero was melted to death by a venom wyrm on level 5 of Dreadfell.
--------------------------------
You have 1 life(s) left.
Yvidhera deactivates Augmentation.
Yvidhera deactivates Beyond the Flesh.
Yvidhera deactivates Aim.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Venom wyrm killed Yvidhera!
Talent Volley is ready to use.
Talent Steady Shot is ready to use.
Yvidhera activates Concealment.
Yvidhera activates Beyond the Flesh.
--------------------------------
Saving done.
Saving game...

















































































































