Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
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:
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. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. ZOmnibus Addon Pack 1.7.4Combines 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 25 / 94% |
Size | medium |
Lifes / Deaths | Killed by thought-forged warrior at level 6 on the 1st Mirth 122nd year of Ascendancy at 16:07 0 / 7Killed by Xulranor the crimson ooze at level 24 on the 40th Regrowth 123rd year of Ascendancy at 06:27 Killed by Polyssra the orc warrior at level 24 on the 44th Regrowth 123rd year of Ascendancy at 20:46 Killed by Polyssra the orc warrior at level 25 on the 54th Regrowth 123rd year of Ascendancy at 07:49 Killed by Velutta the grave wight at level 25 on the 61st Regrowth 123rd year of Ascendancy at 02:14 Killed by Mirror Image (Velutta the grave wight) at level 25 on the 61st Regrowth 123rd year of Ascendancy at 02:54 Killed by Ce'Nudawyn the master vampire at level 25 on the 62nd Regrowth 123rd year of Ascendancy at 09:08 |
Primary Stats
Strength | 31 (base 18) |
Dexterity | 56 (base 53) |
Constitution | 37 (base 12) |
Magic | 12 (base 12) |
Willpower | 15 (base 12) |
Cunning | 53 (base 40) |
Resources
Life | -152/677 |
Mana | 269/269 |
Stamina | 17/184 |
Psi | 85/105 |
Healing Factor | 1.4241015905906 |
Regeneration | 11.036787327077 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Invisible | 3 |
Offense: Barehand
Damage | 69 |
Accuracy | 44 |
Crit Chance | 22% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +15% |
Cold | +9% |
Blight | +15% |
Physical | +10% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Nature | +20% |
Blight | +15% |
Cold | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (44.574340358689%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 23 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 14%( 70%) |
Nature | + 11%( 70%) |
Temporal | + 14%( 70%) |
Blight | + 11%( 70%) |
Darkness | + 25%( 70%) |
Acid | + 19%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Confusion Resistance | 59% |
Instadeath Resistance | 100% |
Stun Resistance | 40% |
Poison Resistance | 10% |
Silence Resistance | 28% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the repented thief from death by Velutta the grave wight. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Balphor the thaurhereg. Escort: worried loremaster (level 1 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bear paw. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | lifebinding elm starstaff of greater warding (10-12 power, 2 apr, physical element) lifebinding elm starstaff of greater warding (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 1H weapon [Ego++] Arcane/Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +1% Spellpower +6 (+4 eff.) Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Life Regen +0.50 Healmod +10% other ------- Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +45.00 Healmod +12% 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 | Betana (1 def, 0 armour) Betana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Damage +10% darkness On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Defense +1 (+0 eff.) Resistance +15% darkness +3% blight Crit Resistance 15.00% Confus Resist +20% other ------- Light +1 A pointy cloth hat, very wizardly... |
Tool | Zubarin the Blazewaker [power 230] (16/20 cooldown) Zubarin the Blazewaker [power 230] (16/20 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +15% light Ignore Armor +3 defense ------ Unlife -20.00 life other ------- Light +2 Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 65. 100% to gain a 17% chance to evade weapon attacks 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 | Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 7.52 You won the Ring of Blood trial, and this is your reward. |
On fingers | steel ring 'Glowe' steel ring 'Glowe'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +1.0% On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% temporal Physical save +6 (+3 eff.) Spell save +18 (+9 eff.) Life Regen +3.00 Stun Resist +20% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Around waist | Blizzardfist the rough leather belt Blizzardfist the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Damage +9% cold Ignore resists +10% acid +10% cold +15% fire On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Resistance +12% acid Mind save +6 (+3 eff.) Life +49.00 A belt that goes around your waist. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) 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. |
On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +28% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Elelle the Growthnull (0 def, 2 armour) Elelle the Growthnull (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +15% blight Ignore resists +15% blight +20% nature Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +3% nature Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +26% other ------- Light +1 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | Aeroneg the linen cloak (1 def, 2 armour) Aeroneg the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +3% mind defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +3% darkness Life +30.00 Life Regen +4.00 Poison Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Camithad Camithad0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +2 Wil +3 Con offense ------ Critical power +12.00% Mindpower +6 (+3 eff.) Accuracy +7 (+2 eff.) Ignore Armor +13 defense ------ Resistance +6% lightning Crit Resistance 10.00% Mind save +7 (+3 eff.) Confus Resist +11% other ------- Infravision +2 See Invisibility +3 Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 146; cd 10) healing infusion of the sneak (heal 146; 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 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 506%; cd 13) movement infusion of the warrior (speed 506%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 118; 14 cd) regeneration infusion (heal 118; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 142; 14 cd) regeneration infusion (heal 142; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 402; 13 cd) regeneration infusion of the duelist (heal 402; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. 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. |
shielding rune of the warrior (absorb 207; dur 4; cd 17) shielding rune of the warrior (absorb 207; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 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: Air Recycler 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 Helper 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. |
4 schematic: Antimagic Shell 4 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. |
2 schematic: Armour Reinforcement 2 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. |
2 schematic: Back Support 2 schematic: Back Support0.1 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: Brain Flare schematic: Brain Flare0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 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. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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. |
4 schematic: Deflection Field 4 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. |
2 schematic: Explosive Shell 2 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. |
schematic: Fatal Attractor 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. |
schematic: Fiery Salve schematic: Fiery 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. |
2 schematic: Fireproof Coating 2 schematic: Fireproof 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. |
2 schematic: Flare Shell 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 Powder 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: Focus Lens schematic: Focus Lens0.1 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: Frost Salve schematic: Frost 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. |
4 schematic: Fungal Web 4 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. |
3 schematic: Healing Salve 3 schematic: Healing 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. |
3 schematic: Iron Grip 3 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. |
3 schematic: Kinetic Stabiliser 3 schematic: Kinetic Stabiliser0.1 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 Shell 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: Poison Groove schematic: Poison Groove0.1 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: Razor Edge 2 schematic: Razor Edge0.1 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: Rocket Boots 2 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. |
3 schematic: Rustproof Coating 3 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. |
2 schematic: Saw Shell 2 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. |
3 schematic: Second Skin 3 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. |
2 schematic: Steamgun 2 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. |
3 schematic: Steamsaw 3 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. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap 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: Unstoppable Force Salve schematic: Unstoppable Force 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: Waterproof Coating schematic: Waterproof 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: Winterchill Edge schematic: Winterchill Edge0.1 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. |
copper amulet of the fish copper amulet of the fish0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% cold other ------- Breathe water Amulets make your neck look great! |
clarifying gold amulet of manastreaming clarifying gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +2 defense ------ Resistance +13% mind Confus Resist +27% other ------- Mana/turn +0.26 Max mana +23.00 Amulets make your neck look great! |
stabilizing gold amulet of strength (+3) stabilizing gold amulet of strength (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% temporal Pinning Resist +25% Knockbk Resist +28% Amulets make your neck look great! |
copper ring 'Icesin' copper ring 'Icesin'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +3% cold Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Unlife -60.00 life Confus Resist +23% Rings make your fingers look great! |
warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% light defense ------ Armor +4 Resistance +22% light Rings make your fingers look great! |
ash vilestaff 'Noonwish' (15-18 power, 3 apr, fire element) ash vilestaff 'Noonwish' (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+4 eff.) Damage +15% fire Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Defense +8 (+2 eff.) Resistance +18% acid +6% light other ------- Max positive +10.00 Max negative +10.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 67.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Oludig (20-24 power, 4 apr, fire element) Oludig (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +8 Con offense ------ Spell Crit +3% Spellpower +14 (+8 eff.) Damage +20% fire defense ------ Resistance +9% darkness Spell save +9 (+5 eff.) Life Regen +0.70 Healmod +18% other ------- Light +3 Infravision +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Turerin (20-24 power, 4 apr, darkness element) Turerin (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Dex offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Spellpower/crit +5 Damage +20% darkness Ignore resists +15% temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 defense ------ Anomaly Control +15 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew vilestaff (20-24 power, 4 apr, blight element) greater yew vilestaff (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+7 eff.) Damage +20% blight +20% fire +20% darkness +20% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel longsword (24-34 power, 4 apr) dwarven-steel longsword (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Normal] Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
dwarven-steel dagger (22-28 power, 7 apr) dwarven-steel dagger (22-28 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
psychokinetic pouch of dwarven-steel shots (17/17, 28-34 power, 3 apr) psychokinetic pouch of dwarven-steel shots (17/17, 28-34 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +25 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.15 to 41.43 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. |
mindwoven woollen robe of lightning (+18%) (0 def, 0 armour) mindwoven woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% lightning defense ------ Resistance +18% lightning +9% all Mind save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arogas the Lightningfurnace Arogas the Lightningfurnace1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +6% acid +3% mind +15% lightning Physical save +8 (+4 eff.) A belt that goes around your waist. |
pair of rough leather boots 'Olerab' (0 def, 1 armour) pair of rough leather boots 'Olerab' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 45% * 10 arcane resource burn defense ------ Armor +1 Resistance +9% lightning +6% temporal +6% nature A pair of boots made of leather. |
Tularin (0 def, 4 armour) Tularin (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Fatigue +3% Resistance +6% acid +6% temporal Physical save +3 (+2 eff.) Spell save +12 (+6 eff.) Mind save +6 (+3 eff.) Life +40.00 other ------- Stamina/turn +2.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Cystraven the iron helm (0 def, 3 armour) Cystraven the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% nature Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +3 Fatigue +5% Resistance +6% blight +12% nature +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blastrazor the dwarven-steel helm (0 def, 4 armour) Blastrazor the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +3 Dex offense ------ Damage +30% lightning Ignore resists +10% arcane +10% mind Ignore Armor +6 When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +4 Fatigue +4% Resistance +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 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. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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. |
3 zircon 3 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. |
2 aquamarine 2 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. |
5 opal 5 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. |
3 topaz 3 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. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx 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. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
171 alchemist agate 171 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. |
Automated Portable Extractor 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
ash wand of shielding 'Strikeraze' [power 182] (16/20 cooldown) ash wand of shielding 'Strikeraze' [power 182] (16/20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% lightning Accuracy +20 (+6 eff.) defense ------ Physical save +3 (+2 eff.) Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By PerPer, adept of UMB the Cornac Adventurer level 15
17th Haze 122nd year of Ascendancy at 11:21 see stats
By PerPer, adept of UMB the Cornac Adventurer level 23
38th Regrowth 123rd year of Ascendancy at 07:35 see stats
By PerPer, adept of UMB the Cornac Adventurer level 23
26th Regrowth 123rd year of Ascendancy at 09:57 see stats
By PerPer, adept of UMB the Cornac Adventurer level 10
76th Dusk 122nd year of Ascendancy at 05:42 see stats
By PerPer, adept of UMB the Cornac Adventurer level 20
41st Haze 122nd year of Ascendancy at 13:50 see stats
By PerPer, adept of UMB the Cornac Adventurer level 23
78th Haze 122nd year of Ascendancy at 20:34 see stats
By PerPer, adept of UMB the Cornac Adventurer level 25
60th Regrowth 123rd year of Ascendancy at 21:11 see stats
By PerPer, adept of UMB the Cornac Adventurer level 21
61st Haze 122nd year of Ascendancy at 00:28 see stats
By PerPer, adept of UMB the Cornac Adventurer level 9
47th Dusk 122nd year of Ascendancy at 18:28 see stats
By PerPer, adept of UMB the Cornac Adventurer level 6
1st Summertide 122nd year of Ascendancy at 19:25 see stats
By PerPer, adept of UMB the Cornac Adventurer level 24
40th Regrowth 123rd year of Ascendancy at 02:36 see stats
By PerPer, adept of UMB the Cornac Adventurer level 16
23rd Haze 122nd year of Ascendancy at 05:07 see stats
Log
Isorianne the skeleton archer loses 3 health to the entropy.
Isorianne the skeleton archer casts Netherblast.
PerPer, adept of UMB speeds up.
Isorianne the skeleton archer's spell attains critical power!
Thought-forged bowman uses Steady Shot.
PerPer, adept of UMB has survived the entropic gift.
PerPer, adept of UMB is free from the prophecy.
Talent Haymaker is ready to use.
Deep Wound from Thought-forged bowman hits PerPer, adept of UMB for (17 to psi shield), (26 flat reduction), 0 physical (0 total damage).
Ravage from Ce'Nudawyn the master vampire hits PerPer, adept of UMB for (8 to psi shield), (13 flat reduction), 0 physical (0 total damage).
Thought-forged bowman's Steady Shot hits PerPer, adept of UMB for (46 to psi shield), (36 flat reduction), 57 physical (57 total damage).
Ce'Nudawyn the master vampire uses Distortion Bolt.
Ce'Nudawyn the master vampire's Distortion Bolt hits PerPer, adept of UMB for (35 to psi shield), (36 flat reduction), 17 physical (17 total damage).
Isorianne the skeleton archer's Netherblast hits PerPer, adept of UMB for (32 to psi shield), (36 flat reduction), 11 temporal, (36 flat reduction), 43 darkness (54 total damage).
Isorianne the skeleton archer loses 6 health to the entropy.
Isorianne the skeleton archer shoots!
Ce'Nudawyn the master vampire is not stunned anymore.
Thought-forged bowman shoots!
PerPer, adept of UMB slows down.
Talent Butterfly Kick is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Deep Wound from Thought-forged bowman hits PerPer, adept of UMB for (17 to psi shield), (26 flat reduction), 0 physical (0 total damage).
Ravage from Ce'Nudawyn the master vampire hits PerPer, adept of UMB for (17 to psi shield), (25 flat reduction), 0 physical (0 total damage).
Thought-forged bowman's Shoot misses PerPer, adept of UMB.
Ce'Nudawyn the master vampire uses Mind Sear.
Ce'Nudawyn the master vampire hits PerPer, adept of UMB for (36 flat reduction), 184 mind (184 total damage).
PerPer, adept of UMB the level 25 cornac adventurer was mentally tortured to death by Ce'Nudawyn the master vampire on level 3 of Dreadfell.
PerPer, adept of UMB is no longer sleeping.