












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Bikini Colors 1.7.0Ashes 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 20 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Bortoise the halfling at level 6 on the 6th Wealth 122nd year of Ascendancy at 06:52 0 / 6Killed by Gomli at level 18 on the 27th Loss 122nd year of Ascendancy at 23:09 Killed by war hound at level 19 on the 5th Shortage 122nd year of Ascendancy at 11:17 Killed by 3-headed hydra at level 19 on the 5th Shortage 122nd year of Ascendancy at 12:30 Killed by Mayyratta the squid at level 20 on the 6th Shortage 122nd year of Ascendancy at 16:56 Killed by Islora the bloated horror at level 20 on the 6th Shortage 122nd year of Ascendancy at 22:59 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 17 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 55 (base 36) |
| Willpower | 45 (base 20) |
| Cunning | 42 (base 40) |
Resources
| Equilibrium | 149 |
| Vim | 146/176 |
| Life | -27/709 |
| Stamina | 240/262 |
| Psi | 54/135 |
| Healing Factor | 1.2948044672221 |
| Regeneration | 14.200719812871 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 11.729664272081 |
| See Invisible | 23.729664272081 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 34 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 45 |
| Crit Chance | 33% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +9% |
| Light | +3% |
| Darkness | +9% |
| Cold | +3% |
| Lightning | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +23% |
| Cold | +10% |
| Nature | +37% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 3 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 35 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Acid | + 17%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 20%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Slime | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by blue crystal. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ice ant stinger. 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 red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
| Psionic focus | Adonne the dwarven-steel greatsword (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 37.5 - 60.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +9 acid +12 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Ignore resists +13% acid +12% nature Ignore Armor +10 defense ------ Resistance +3% blight Disarm Resist +20% Knockbk Resist +20% Massive two-handed swords. |
| On hands | alchemist's hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil offense ------ Physical Power +10 (+4 eff.) On-Hit 3 acid 6 fire 4 cold 4 lightning defense ------ Armor +2 Unarmed combat: Weapon Damage 21.0 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 ice +14 fire +7 acid +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | brass lantern 'Erelygorn'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +9 Wil +1 Cun offense ------ Mindpower +5 (+2 eff.) Damage +6% mind other ------- Light +3 See Invisibility +12 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 | Bilereign (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex offense ------ Damage +6% lightning +3% cold +3% nature Ignore resists +5% nature +10% cold defense ------ Armor +3 Fatigue +3% Resistance +6% nature +6% cold 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 72.9 Physical damage. If the attack hits, the target is confused (29% 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. |
| On feet | pair of hardened leather boots 'Healwoe' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +20% nature +5% acid On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Armor +3 Resistance +6% nature other ------- Stamina/turn +0.70 Max stamina +18.00 A pair of boots made of leather. |
| Tool | Unlightbrawn the ash wand of conjuration [power 165] (13/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% acid Ignore resists +10% darkness When Hit 2 darkness On-Hit (Melee): * 10 arcane resource burn * 20% chance to reduce armor by 30% defense ------ Resistance +9% cold Fire a magical bolt dealing 170 cold damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Voromilaith0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +10 (+6 eff.) Resistance +5% arcane +1% physical Life +40.00 Life Regen +2.00 Poison Resist +20% Confus Resist +20% Stun Resist +26% Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | Arebrenn0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +12 (+6 eff.) Life +20.00 Amulets make your neck look great! |
| In main hand | Tarrolach the steel waraxe (21-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 21.0 - 29.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Ignore resists +5% acid When Hit 2 arcane defense ------ Resistance +9% acid +5% arcane One-handed war axes. |
| Around waist | rough leather belt 'Kindlebringer'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +4 Con offense ------ Mindpower +3 (+1 eff.) Damage +6% acid +3% light defense ------ Crit Resistance 15.00% Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 26/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Cyrumivea the Dawnhash (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Critical power +5.00% Mindpower +25 (+9 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% light Spell save +6 (+3 eff.) Mind save +9 (+5 eff.) other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing woollen robe of protection (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +9% all Physical save +17 (+8 eff.) other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 80% / cooldown 61%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 83% / cooldown 86%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 120% / cooldown 76%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 5)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 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 621%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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. |
regeneration infusion of the sneak (heal 261; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 205; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 17; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 13 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
manasurge rune (regen 611% over 10 turns; mana 31; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 611% for 10 turns (21 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Glorymina the Smolderbreacher0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Resistance +6% mind +3% fire Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
Lisywe0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Accuracy +15 (+6 eff.) defense ------ Defense +10 (+6 eff.) Mind save +6 (+3 eff.) Confus Resist +23% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
steel dagger 'Rimeworth' (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 11.0 - 14.3 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: offense ------ Ignore resists +10% acid +10% cold +5% physical Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Resistance +6% cold Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 153.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Physical save +5 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thunderorder the steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 acid +6 draining blight +4 blight Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +12% acid Ignore resists +5% lightning On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Resistance +3% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Overcutter (13-20 power, 12 apr)3.0 Encumbrance T1 steamsaw 2H weapon Reqs Steam Pool [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+5 eff.) Fatigue +10% other ------- Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
Skyhunter the dwarven-steel waraxe (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 22.0 - 30.8 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con +7 Wil offense ------ When Hit 4 lightning defense ------ Resistance +3% lightning Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) Life +17.00 Healmod +15% Disease Resist +20% Disarm Resist +10% One-handed war axes. |
Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 0% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.79 to 56.36 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Balylen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str defense ------ Defense +9 (+5 eff.) Resistance +6% blight Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Ce'Ninn the linen cloak (6 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +6 Wil defense ------ Armor +6 Defense +6 (+4 eff.) Mind save +8 (+4 eff.) Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilnwinnow (16 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Ignore resists +15% fire defense ------ Armor +6 Defense +16 (+9 eff.) Resistance +3% acid +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackpunish (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +7 (+3 eff.) Damage +21% physical +12% mind +18% darkness Ignore resists +21% mind +10% darkness When Hit: * 10% chance to slow global speed by 58% * 7 arcane resource burn defense ------ Resistance +21% physical +15% all other ------- Psi/turn +0.64 Max psi +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+6 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Nightreign' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +12% lightning +11% nature +12% acid defense ------ Resistance +18% lightning +6% darkness +3% blight +18% acid +19% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ulylen' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Critical power +12.00% Damage +5% acid +5% physical +31% blight +6% fire +9% cold Ignore Shields +10% defense ------ Resistance +12% acid +12% physical +13% blight +12% cold +12% fire +9% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Max vim +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +46.00 Life Regen +1.50 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+2 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Vorysevena the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +9% lightning +3% cold Spell save +9 (+5 eff.) Mind save +6 (+3 eff.) Cut Resist +10% A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+3 eff.) Ranged Defense +8 (+5 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+7 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
334 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 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Xirawe' (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Wil +2 Cun offense ------ Damage +9% acid Ignore resists +15% acid +5% temporal defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
alchemist's lamp 'Blazeslicer'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Cun +5 Con offense ------ Ignore resists +10% fire defense ------ Resistance +18% fire Mind save +10 (+5 eff.) other ------- Light +4 See Stealth +8 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Cuthydorig'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +6% fire Blind Resist +10% Disarm Resist +20% Knockbk Resist +20% 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. |
survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Physical save +6 (+3 eff.) Healmod +10% 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 115.59 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Turichak the Strikeimmortal (13/13, 15-18 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 0% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 13 On-ranged-hit +12 mind On-Hit, radius 1 +16 lightning +6 fire +8 mind On-crit, radius 2 +4 mind Shots are used with slings to pummel your foes to death. |
Mayura the Flashclash [power 2] (13/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% fire When Hit 10 cold defense ------ Resistance +6% lightning +12% fire +12% cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 116] (13/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
elm wand of shielding [power 116] (13/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 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. |
2 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. |
6 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gomli the Dwarf Adventurer level 10
8th Dearth 122nd year of Ascendancy at 11:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gomli the Dwarf Adventurer level 20
5th Shortage 122nd year of Ascendancy at 21:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gomli the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 13:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gomli the Dwarf Adventurer level 13
13rd Dearth 122nd year of Ascendancy at 02:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Gomli the Dwarf Adventurer level 9
5th Dearth 122nd year of Ascendancy at 09:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gomli the Dwarf Adventurer level 16
26th Loss 122nd year of Ascendancy at 16:33 see stats
Log
Islora the bloated horror teleports some damage to Gomli!
Gomli's Beyond the Flesh hits Gomli for 66 teleported, 2 teleported, 5 teleported, 2 teleported, 2 teleported, 3 teleported, 6 teleported, 9 teleported (97 total damage).
Gomli's Beyond the Flesh hits Islora the bloated horror for (66 teleported), 0 physical, (2 teleported), 0 acid, (5 teleported), 0 arcane, (2 teleported), 0 cold, (2 teleported), 0 lightning, (3 teleported), 0 fire, (6 teleported), 0 acid, (9 teleported), 0 nature (0 total damage).
Islora the bloated horror uses Mind Sear.
Islora the bloated horror hits Gomli for 90 mind damage.
Islora the bloated horror has shook off the razorwire.
The shield around Islora the bloated horror crumbles.
Talent Slime Spit is ready to use.
Talent Guardian Unity is ready to use.
Islora the bloated horror is fully armored again.
Islora the bloated horror stops surging mana.
Gomli activates his Unlightbrawn the ash wand of conjuration!
Islora the bloated horror teleports some damage to Gomli!
Gomli hits Gomli for 100 teleported damage.
Gomli hits Islora the bloated horror for (100 teleported), 0 cold (0 total damage).
Islora the bloated horror uses Telekinetic Blast.
Gomli resists the punch!
Islora the bloated horror hits Gomli for 136 physical damage.
Gomli uses Infusion: Wild.
Gomli lessens the pain.
Islora the bloated horror uses Mind Sear.
Islora the bloated horror hits Gomli for 67 mind damage.
Gomli the level 20 dwarf adventurer was mentally tortured to death by Islora the bloated horror on level 3 of Lake of Nur.
You carry too much--you are encumbered!
Drop some of your items.























































































