













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Psyshot |
| Level / Exp | 20 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 4 on the 77th Pyre 122nd year of Ascendancy at 02:55 1 / 4Killed by elven cultist at level 14 on the 20th Dusk 122nd year of Ascendancy at 14:00 Killed by elven cultist at level 14 on the 20th Dusk 122nd year of Ascendancy at 15:14 Killed by Polarathra the white jelly at level 20 on the 50th Dusk 122nd year of Ascendancy at 00:16 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 37 (base 17) |
| Constitution | 20 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 37 (base 22) |
| Cunning | 49 (base 27) |
Resources
| Life | 703/703 |
| Psi | 187/187 |
| Steam | 106/106 |
| Healing Factor | 1.1870588855782 |
| Regeneration | 9.5558240289044 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 57 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 57 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +3% |
| Temporal | +12% |
| Nature | +7% |
| Fire | +31% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +15% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 5 |
| Physical Save | 27 |
| Spell Save | 30 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 37%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 39%( 70%) |
| Temporal | + 37%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 55%( 70%) |
| Lightning | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Knockback Resistance | 22% |
| Fear Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| beneficial effect | Steampower increased by 7. Gestalt |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Sparkkiller' (5 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Resistance +9% lightning +3% fire +6% mind Unlife -20.00 life other ------- Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | sentry's pouch of dwarven-steel shots of accuracy (55/55, 149% power, 8 apr)3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +8 Critical Rate +5.0% Capacity 55 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Shadestun the linen wizard hat (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +6% darkness +11% fire Ignore resists +5% darkness defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +16% fire Crit Resistance 5.00% other ------- Max psi +30.00 A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +14 (+4 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xanuwyn [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Cun defense ------ Resistance +3% darkness Life +60.00 Life Regen +4.00 Blind Resist +10% other ------- Hate-on-crit +3.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
| On fingers | Toyazor0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +3 Mag +8 Wil +9 Cun offense ------ Mindpower +6 (+2 eff.) On-Hit 6 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 26 defense ------ Spell save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Light +2 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | steel amulet 'Elykira'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con offense ------ Damage +12% temporal Ignore resists +15% temporal defense ------ Resistance +5% arcane Physical save +17 (+8 eff.) Spell save +12 (+6 eff.) Mind save +13 (+5 eff.) Life +39.00 Life Regen +1.00 Amulets make your neck look great! |
| In main hand | Sparkgore4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 draining blight +4 light +8 fire On-Hit, radius 1 +4 lightning On-crit, radius 2 +12 lightning Uses 2.0 Steam While equipped: Stats +2 Dex offense ------ Damage +3% light +8% fire defense ------ Resistance +6% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Aryvena the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +7 Cun +6 Lck defense ------ Resistance +3% acid Mind save +6 (+2 eff.) Stealth +6 Life +80.00 other ------- Disarm Traps +6 Infravision +5 See Invisibility +3 A belt that goes around your waist. |
| In off hand | Belewen (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +8 acid +4 blight While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +5 (+3 eff.) Mind save +3 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak of the voidstalker (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% temporal +11% darkness +11% cold Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Ce'Nariba' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +1 Cun +3 Con offense ------ Damage +7% nature +12% fire defense ------ Resistance +6% blight +18% fire +9% all Mind save +6 (+2 eff.) Life +44.00 Life Regen +2.80 Healmod +10% Poison Resist +20% Disease Resist +22% other ------- Max psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the duelist (steam 9)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 487%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 96; dur 5; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 96 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 67; dur 3; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 67 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Dazzletrail0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Power +15 (+6 eff.) Ignore resists +10% light Ignore Armor +2 When Hit 6 physical defense ------ Resistance +15% lightning +3% physical Physical save +6 (+3 eff.) Stun Resist +20% other ------- Max stamina +10.00 Amulets make your neck look great! |
copper amulet 'Dazzlepierce'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% temporal Ignore resists +10% blight +20% temporal +25% light other ------- Light +1 Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +6 (+2 eff.) Ignore Armor +11 Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
copper ring 'Hettavon'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Resistance +6% nature +6% blight Poison Resist +11% Disease Resist +11% other ------- EQ when Hit +0.04 Psi when Hit +0.08 Max stamina +10.00 Rings make your fingers look great! |
copper ring 'Jetmonster'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+6 eff.) Mindpower +11 (+4 eff.) Damage +6% mind When Hit 2 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 21% other ------- Max psi +30.00 Rings make your fingers look great! |
arcing dwarven-steel battleaxe of amnesia (140% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Weapon Damage 140% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Zosus' (161% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 161% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: Stats +10 Con +7 Wil offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) defense ------ Mind save +3 (+1 eff.) Life +55.00 Massive two-handed battleaxes. |
dwarven-steel dagger of evisceration (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) Sharp, short and deadly. |
steel dagger of massacre (119% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
thought-forged stralite dagger of shearing (137% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +6 mind On Hit: * 19% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +3 Wil offense ------ Ignore resists +5% all Accuracy +5 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
plaguebringer's dwarven-steel greatmaul (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Epidemic level 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 While equipped: defense ------ Disease Resist +20% Massive two-handed mauls. |
Vorudhelle the Pyreripper (130% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature +4 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex offense ------ Physical Crit +12.0% Combat Speed +10% Damage +3% fire Accuracy +10 (+3 eff.) When Hit 10 lightning defense ------ Resistance +9% fire Massive two-handed swords. |
balanced dwarven-steel greatsword of erosion (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 nature While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +13 (+6 eff.) Disarm Resist +43% Massive two-handed swords. |
chilling steel greatsword of projection (128% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Psionic Weapon Damage 128% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
dwarven-steel greatsword of projection (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
Gunandil (121% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: defense ------ Armor +4 Spell save +15 (+8 eff.) Unlife -40.00 life Poison Resist +10% Disarm Resist +20% other ------- See Invisibility +6 Sharp, long, and deadly. |
balanced dwarven-steel longsword of dampening (120% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt/Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+4 eff.) Resistance +10% acid +11% lightning +8% cold +7% fire +2% all Spell save +7 (+4 eff.) Disarm Resist +20% Sharp, long, and deadly. |
steel mace of daylight (103% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 light Damage Against +8% Undead Blunt and deadly. |
Undeathstun (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +12 mind While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +5.00% Mindpower +6 (+2 eff.) On-Hit 6 mind 8 darkness Damage +6% mind +4% darkness Ignore resists +10% nature defense ------ Resistance +6% nature Mind save +9 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (81% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's thorny mindstar of venom (98% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 99% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Critical: * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 4 acid Damage +9% acid Ignore resists +6% acid defense ------ Resistance +6% acid Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's vined mindstar of flames (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Global Speed +4% On-Hit 7 fire Damage +7% fire Ignore resists +6% fire defense ------ Resistance +3% all +7% fire other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Barutar the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +3.0% Attack Speed 100% Range +7 On-ranged-hit +9 fire While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Damage +8% fire Accuracy +12 (+3 eff.) defense ------ Resistance +2% physical other ------- Reload +1 Slings are used to hurl stones or metal shots at your foes. |
yew starstaff 'Baragen' (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Spell Crit +3% Spellpower +9 (+8 eff.) Mindpower +10 (+4 eff.) Damage +20% temporal other ------- Psi when Hit +0.20 Max psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 cold Uses 2.0 Steam While equipped: offense ------ Damage +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful dwarven-steel waraxe (119% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 darkness Damage Against +8% Living One-handed war axes. |
Unlightquake1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +8 Cun +6 Lck offense ------ Critical power +5.00% When Hit 2 darkness defense ------ Mind save +6 (+2 eff.) Stealth +6 other ------- Disarm Traps +5 Hate-on-crit +4.00 Infravision +4 A belt that goes around your waist. |
hardened leather belt 'Layawyn'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% lightning +6% temporal +3% acid Physical save +9 (+4 eff.) Spell save +9 (+5 eff.) Mind save +12 (+4 eff.) Life +20.00 Blind Resist +10% Poison Resist +20% A belt that goes around your waist. |
rough leather belt 'Eilinesenn'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Physical Power +2 (+1 eff.) Damage +9% mind defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Winterslice'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% cold +3% physical Accuracy +15 (+4 eff.) Ignore Armor +3 defense ------ Life +31.00 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Emeleyatta the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con offense ------ Physical Crit +6.0% Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Defense +2 (+1 eff.) Unlife -40.00 life other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthtreason (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +12% acid Ignore resists +25% fire On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce armor by 17% defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrolar the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Damage +6% blight Ignore Shields +20% defense ------ Defense +1 (+0 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) other ------- Mana/turn +0.12 Max vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) =1 CON=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil defense ------ Defense +2 (+1 eff.) Spell save +7 (+4 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudking (20 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Disrupt While equipped: Stats +2 Str +3 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +25% lightning When Hit: * 5% chance to slow global speed by 53% * 5 arcane resource burn defense ------ Defense +20 (+10 eff.) Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Bilemalice' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +4 Cun offense ------ Critical power +13.00% Damage +3% nature When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +3% lightning +12% temporal +6% light +6% cold +11% all other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +5% blight +9% all Mind save +17 (+6 eff.) Life +50.00 Life Regen +1.50 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +14% cold When Hit: * 5% chance to slow global speed by 53% * 4 arcane resource burn defense ------ Resistance +9% all +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningfist the pair of iron boots (3 def, 3 armour) =4 CON=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Mag +4 Con offense ------ Ignore resists +20% light defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Resistance +3% light Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shockhacker the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Ignore resists +5% lightning On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Armor +4 Fatigue -1% Crit Resistance 5.00% Physical save +9 (+4 eff.) other ------- Encumbrance +22 See Invisibility +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Starwilder the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +2 Wil +4 Cun offense ------ Damage +3% light Ignore resists +5% fire defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Vorabrevea' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Con defense ------ Armor +3 Fatigue +2% Resistance +9% acid +6% fire +9% cold Crit Resistance 5.00% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dagegas the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Mag offense ------ On-Hit 7 acid Damage +4% acid +3% mind defense ------ Armor +1 Fatigue +1% Resistance +5% acid +2% physical Life Regen +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 lightning Damage +3% lightning Accuracy +11 (+3 eff.) defense ------ Armor +2 Resistance +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethobremina the Firequench (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +1 Cun offense ------ Mindpower +10 (+4 eff.) defense ------ Armor +4 Fatigue +4% Resistance +12% fire other ------- Max hate +4.00 Max psi +40.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 36.0 Physical damage. If the attack hits, the target is confused (36% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckrot the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +1 Wil offense ------ Mindpower +10 (+4 eff.) Damage +3% nature Ignore resists +20% nature When Hit 2 mind defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Rimemire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Dex +1 Cun +3 Con defense ------ Armor +4 Fatigue +4% Resistance +6% cold Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockenvy (0 def, 3 armour) =5 CON=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +6% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning Crit Resistance 10.00% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Squalorlace the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% lightning On-Hit (Melee): * 20% chance to slow global speed by 53% * 20 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +3% blight +9% temporal +3% darkness A cap made of leather. |
bladed dwarven-steel helm of trickery (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 36.0 Physical damage. If the attack hits, the target is confused (36% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat of lightning (+22%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +22% lightning +6% temporal A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
hardened leather hat 'Relgirach' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +2 Dex +13 Wil +4 Cun +4 Con defense ------ Armor +3 Fatigue +3% other ------- See Invisibility +6 A hat made of leather. Very stylish. |
miner's rough leather hat of dexterity (+3) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A hat made of leather. Very stylish. |
rough leather cap 'Ivamira' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +1 Mag +2 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% arcane Disease Resist +10% A cap made of leather. |
Radiancespike the stralite mail armour (4 def, 24 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +4 Con defense ------ Armor +24 Defense +4 (+2 eff.) Fatigue +12% Resistance +8% acid +26% darkness +23% blight +6% cold +15% light other ------- Light +2 Infravision +2 Breathe water A suit of armour made of mail. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.60 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life +30.00 Life Regen +6.30 Healmod +13% A suit of armour made of leather. |
enlightening dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +11 Fatigue +22% Resistance +7% acid +7% physical +7% cold +7% lightning +7% fire Mind save +10 (+4 eff.) Disarm Resist +22% Stun Resist +23% Knockbk Resist +28% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Torogorath the Carrionshear (10 def, 6 armour, 98 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +3.0% Critical power +15.00% On-Hit 7 acid Ignore resists +10% nature When Hit 9 acid defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
flaming steel shield of cold resistance (+15%) (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 5 fire defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
291 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. |
2 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. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 72% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 72% cooldown modifier. Heal 150 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
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. |
barbed pouch of steel shots (17/17, 131% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 131% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 17 On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of accuracy (17/17, 119% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 120% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +9 lightning On-crit, radius 2 +5 lightning Shots are used with slings to pummel your foes to death. |
iron torque of mindblast 'Runadogar' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag defense ------ Mind save +3 (+1 eff.) other ------- Light +3 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
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. |
extending ash wand of shielding [power 194] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of conjuration [power 200] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 200 acid damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of lightning storm [power 422] (21 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 84 lightning damage and will be dazed for 1 turn (422 total damage) Puts all charms on 21 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DeadShot1 the Skeleton Psyshot level 11
10th Flare 122nd year of Ascendancy at 15:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DeadShot1 the Skeleton Psyshot level 10
2nd Flare 122nd year of Ascendancy at 08:13 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DeadShot1 the Skeleton Psyshot level 20
49th Dusk 122nd year of Ascendancy at 01:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DeadShot1 the Skeleton Psyshot level 18
42nd Dusk 122nd year of Ascendancy at 19:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DeadShot1 the Skeleton Psyshot level 16
22nd Dusk 122nd year of Ascendancy at 16:17 see stats
Log
Rested for 17 turns (stop reason: all resources and life at maximum).
DeadShot1 activates Molten Iron Blood.
DeadShot1 activates Gestalt.
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Today is the 51st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Ran for 4 turns (stop reason: didn't move).
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 53rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 55th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:01.
Today is the 56th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Ran for 2 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 57th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Saving game...
Saving done.































































































































