









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Anorithil |
| Level / Exp | 30 / 40% |
| Size | small |
| Lifes / Deaths | Killed by Gloreyath the gigantic corrosive tunneler at level 19 on the 53rd Regrowth 123rd year of Ascendancy at 13:29 0 / 7Killed by Vorasewyn the rogue at level 20 on the 79th Regrowth 123rd year of Ascendancy at 21:56 Killed by Xaneriama the ghoul at level 20 on the 45th Pyre 123rd year of Ascendancy at 16:12 Killed by Lisuna the slaver at level 23 on the 5th Flare 123rd year of Ascendancy at 14:14 Killed by bloated horror at level 23 on the 8th Dusk 123rd year of Ascendancy at 14:24 Killed by Polemina the storm drake hatchling at level 26 on the 60th Dusk 123rd year of Ascendancy at 13:32 Killed by Eletha the master vampire at level 30 on the 8th Haze 123rd year of Ascendancy at 03:16 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 20 (base 12) |
| Constitution | 29 (base 10) |
| Magic | 80 (base 60) |
| Willpower | 17 (base 10) |
| Cunning | 69 (base 60) |
Resources
| Life | -13/728 |
| Positive | 106/137 |
| Negative | 106/137 |
| Steam | 100/100 |
| Healing Factor | 1.2524687383467 |
| Regeneration | 0.31311718458667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Invisible | -1.7763568394003E-15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 20 |
| Crit Chance | 23% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Acid | +15% |
| Light | +10% |
| Nature | +15% |
| Darkness | +20% |
| Physical | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +31% |
| Darkness | +55% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 70 (77.65183292883%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Light | + 43%( 70%) |
| Darkness | + 27%( 70%) |
| Nature | + 46%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 19%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Stun Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 424/424 damage before it crumbles. Damage Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Tiny Stars. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. 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 snow giant kidney. * '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.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. * You've found the needed orc heart. | active |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Ashhue (0 def, 13 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +20% fire +6% physical ----- def ----- Armour +13 Fatigue +2% Resists +2% physical Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Silence- +30% Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Dimwrecker the dwarven-steel torque of psionic shield [power 69] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% darkness Melee Ret 4 blight ----- def ----- Resists +3% darkness Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Bogflash'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+6 eff.) Dmg.mod +11% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +22% lightning +3% nature Phys.save +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | yew starstaff of breaching (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's dwarven-steel gauntlets of the nighthunter (0 def, 10 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Cun +7 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +10 Hardiness +7% Fatigue +3% Resists +7% darkness +7% physical Disarm- +80% ---------- misc Infravis +2 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 27 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 30 physical 20 nature slow 20 poison ----- def ----- Armour +27 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Ce'Nyra (17 def, 4 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Defense +17 (+5 eff.) Resists +18% lightning +2% physical Poison- +20% Cut- +20% 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. |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 169% / cooldown 55%)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 169% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 174% / 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 174% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the psychic (range 5; phase 12; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
blink rune of the wizard (range 7; phase 21; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 52; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 52 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 Strength stat. 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 sneak (absorb 367; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 367 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Winterzephyr the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Cun +3 Con dps ---------- Dmg.mod +12% mind +6% cold ----- def ----- Resists +6% cold ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 211 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Falulin the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil +5 Con dps ---------- Mind.crit +2% Mind.pwr +20 (+8 eff.) Res.pen +5% mind ----- def ----- Resists +12% mind Amulets make your neck look great! |
savior's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great! |
Layiralle the Galesteel0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Acc +20 (+10 eff.) ----- def ----- Resists +9% lightning +15% fire +9% light Spell.save +12 (+6 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
grounding gold amulet of mastery (0.17 Celestial / Sunlight)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +25% ---------- misc Masteries +0.17 Celestial/Sunlight Amulets make your neck look great! |
warrior's gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Niyantir the Taintsnake0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+4 eff.) Res.pen +10% physical On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Defense +15 (+5 eff.) Phys.save +4 (+2 eff.) Rings make your fingers look great! |
painweaver's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +10% acid +5% all ----- def ----- Resists +20% acid Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Gilaharandur the Nightspitter0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% darkness +20% mind Acc +8 (+4 eff.) Apr +7 Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of darkness (+28%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Acc +10 (+5 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Porata'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Resists +15% mind +9% fire Mind.save +7 (+3 eff.) Confus- +37% Pinning- +20% Rings make your fingers look great! |
Arovena (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +7 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% light Res.pen +10% acid ----- def ----- Resists +3% physical ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Daywing (24-29 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+7 eff.) S.pwr/crit +11 Dmg.mod +6% acid +24% blight Melee Ret 4 acid ----- def ----- Resists +3% light +9% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 33.25 to 39.90 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater yew vilestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+5 eff.) Dmg.mod +20% blight +20% fire +20% darkness +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +6 Mag +3 Wil +6 Cun +6 Con Sharp, short and deadly. |
steel shield of the stars (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +2 Mag dps ---------- Dmg.mod +10% light +14% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +12% blight +11% all Max.HP +61.00 HP.reg +2.40 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Magmapeal (16 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +5 Dex +7 Mag +6 Wil +8 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Res.pen +15% mind +5% fire ----- def ----- Armour +12 Defense +16 (+5 eff.) Fatigue +8% Resists +17% acid +6% fire Mind.save +18 (+9 eff.) Max.HP +37.00 A suit of armour made of leather. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +5% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Glintstoker'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +4 Wil +8 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +3% light +3% temporal Melee Ret 6 light ----- def ----- Resists +8% fire +3% temporal +8% cold Phys.save +14 (+7 eff.) Spell.save +13 (+6 eff.) Mind.save +12 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
monstrous hardened leather belt of valiance1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +1 Wil +5 Con dps ---------- Phys.pwr +8 (+5 eff.) ----- def ----- Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +58.00 ---------- misc Size +1 A belt that goes around your waist. |
Barugarim the Glacierlord (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +25% cold ----- def ----- Defense +2 (+1 eff.) Resists +3% acid Crit.chn- 5.00% Cut- +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamesorrow (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +16% darkness Res.pen +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +18% fire Stealth +14 ---------- misc Hate/m.crit +2.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Norita the Stormblood (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% lightning Melee Ret 2 acid 4 lightning ----- def ----- Armour +1 Resists +15% lightning +5% temporal +3% acid A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Brenyregomas the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +3 Mag +3 Wil +8 Lck ----- def ----- Armour +3 Crit.chn- 15.00% Stealth +7 Max.HP +20.00 HP.reg +2.00 Knockbk- +20% A pair of boots made of leather. |
Dairuthad the Charjeer (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +3% fire Res.pen +25% acid +12% temporal +12% darkness ----- def ----- Armour +4 Resists +6% acid +19% temporal +10% darkness Def/telep +14 Res/telep +13% Dur/telep +16% ---------- misc Infravis +1 A pair of boots made of leather. |
bladed rough leather hat of strength (+5) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
stabilizing hardened leather hat of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) A hat made of leather. Very stylish. |
Issyndil the Blizzardbliss (30 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +6% cold Melee Ret 6 cold ----- def ----- Armour +7 Defense +30 (+8 eff.) Fatigue +3% Resists +9% cold ---------- misc Breathe water A cap made of leather. |
bladed hardened leather cap of blood magic (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +7% blight +7% arcane ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Con dps ---------- Phys.pwr +4 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's hardened leather cap of constitution (+5) (0 def, 5 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+6 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
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. |
4 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. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
2 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. |
2025 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2025/2025 A set of 2025 tiny explosive spheres. |
283 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. |
brass lantern 'Nightsage'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +15% arcane +6% darkness Res.pen +25% arcane +10% mind ----- def ----- Resists +6% blight +6% darkness +5% arcane ---------- misc Light +3 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
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. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 186] powerful pain suppressor salve [power 186]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -186 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Radhevor the Iceradiance [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% darkness +5% cold ----- def ----- Resists +6% cold Fire a magical bolt dealing 105 cold damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tiny Stars the Halfling Anorithil level 14
4th Allure 123rd year of Ascendancy at 22:51 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Tiny Stars the Halfling Anorithil level 20
50th Pyre 123rd year of Ascendancy at 03:41 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tiny Stars the Halfling Anorithil level 20
49th Pyre 123rd year of Ascendancy at 11:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tiny Stars the Halfling Anorithil level 26
60th Dusk 123rd year of Ascendancy at 15:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tiny Stars the Halfling Anorithil level 10
44th Haze 122nd year of Ascendancy at 22:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tiny Stars the Halfling Anorithil level 20
71st Regrowth 123rd year of Ascendancy at 08:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Tiny Stars the Halfling Anorithil level 30
3rd Haze 123rd year of Ascendancy at 11:38 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tiny Stars the Halfling Anorithil level 19
52nd Regrowth 123rd year of Ascendancy at 02:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tiny Stars the Halfling Anorithil level 5
4th Flare 122nd year of Ascendancy at 21:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tiny Stars the Halfling Anorithil level 14
7th Decay 122nd year of Ascendancy at 23:54 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Tiny Stars the Halfling Anorithil level 23
8th Dusk 123rd year of Ascendancy at 09:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tiny Stars the Halfling Anorithil level 28
79th Dusk 123rd year of Ascendancy at 01:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tiny Stars the Halfling Anorithil level 18
17th Regrowth 123rd year of Ascendancy at 13:25 see stats
Log
Dire Plague from Elder vampire hits Tiny Stars for 21 darkness damage.
Dire Plague from Elder vampire hits Mirror Image for 27 darkness damage.
Burning from Eletha the master vampire hits Tiny Stars for 71 fire damage.
Eletha the master vampire hits Tiny Stars for (7 absorbed), 160 arcane (160 total damage).
LIFE LOST WARNING!
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You may not change level so soon after a kill (3 game turns left to wait)!
Tiny Stars uses Infusion: Movement.
Tiny Stars is moving at extreme speed!
Eletha the master vampire casts Flame.
LIFE LOST WARNING!
Eletha the master vampire hits Tiny Stars for 73 fire damage.
Eletha the master vampire receives 66 healing from Temporal Restoration Field.
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Burning from Eletha the master vampire hits Tiny Stars for 37 fire damage.
Tiny Stars the level 30 halfling anorithil was toasted to death by Eletha the master vampire on level 4 of Dreadfell.
A shield forms around Tiny Stars.







































































































