










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
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! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 27 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Lisylaith the sand-drake at level 20 on the 71st Haze 122nd year of Ascendancy at 09:24 0 / 7Killed by armoured skeleton warrior at level 22 on the 4th Decay 122nd year of Ascendancy at 14:39 Killed by Glorira the war bear at level 23 on the 8th Decay 122nd year of Ascendancy at 17:22 Killed by Glayarivea the elven corruptor at level 25 on the 5th Allure 123rd year of Ascendancy at 06:27 Killed by Cyreraldatta the ice wyrm at level 27 on the 2nd Regrowth 123rd year of Ascendancy at 18:10 Killed by Cyreraldatta the ice wyrm at level 27 on the 2nd Regrowth 123rd year of Ascendancy at 22:42 Killed by dreaming horror at level 27 on the 24th Regrowth 123rd year of Ascendancy at 09:20 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 19 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 39 (base 19) |
| Willpower | 65 (base 55) |
| Cunning | 40 (base 37) |
Resources
| Hate | 100/100 |
| Psi | 159/280 |
| Life | -282/411 |
| Positive | 94/128 |
| Steam | 100/100 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 0.28432238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.7699626167014E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Cold | +3% |
| Blight | +9% |
| Physical | +15% |
| Mind | +23% |
| All | 0% |
Offense: Damage Penetration
| Physical | +16% |
| Blight | +25% |
| Arcane | +15% |
| Mind | +19% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 35 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 42%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 63%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Silence Resistance | 36% |
| Confusion Resistance | 52% |
| Stun Resistance | 28% |
| Pinning Resistance | 35% |
| Poison Resistance | 11% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 22 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 injured seer from death by black jelly. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Yvamirin the copperhead snake. Escort: lost tinker (level 1 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| Psionic focus | Penitence (111% power, 4 apr, physical element)5.0 T2 staff 1H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +27 (+9 eff.) ----- def ----- Resists +30% blight +30% physical Affinity +20% physical Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Namatar the Strikeransom (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 5 mind Dmg.mod +3% mind +3% blight Res.pen +20% blight Acc +21 (+9 eff.) ----- def ----- Armour +2 Resists +7% mind +9% lightning Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Unarmed combat: Power 111% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +3 Crit +8.0% Atk.spd 100% On Crit.r2 +7 mind On Hit: 10% Perfect Control 3 On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Erigund (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire +9% temporal Die.at -80.00 life Max.HP +100.00 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
| On feet | Brenuldil the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% blight Res.pen +5% blight +15% arcane ----- def ----- Armour +3 Fatigue -6% Resists +8% fire +8% cold Phys.save +11 (+6 eff.) Silence- +26% Confus- +32% Stun/Frz- +28% ---------- misc Max.enc +34 Max.mana +40.00 A pair of boots made of leather. |
| Tool | Porewe the steel torque of mindblast [power 155] (2/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% mind +3% cold Mind.save +3 (+2 eff.) Pinning- +10% Blast the opponent's mind dealing 191 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 33. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Maledur'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Defense +15 (+7 eff.) Resists +7% blight +1% physical +6% nature Poison- +11% Disease- +12% ---------- misc Hate/m.crit +1.00 Max.stam +30.00 Rings make your fingers look great! |
| On fingers | warrior's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +6 Resists +11% mind Rings make your fingers look great! |
| Around neck | Sleetrune0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +3% cold Melee Ret 2 arcane ----- def ----- Resists +12% temporal +5% arcane +9% cold Pinning- +25% Knockbk- +23% Amulets make your neck look great! |
| In main hand | Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Around waist | spiritwalker's rough leather belt of magery =+8 MAG=1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.11 Max.mana +23.00 A belt that goes around your waist. |
| In off hand | resonating vined mindstar (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +3% mind Dmg.Resnn +7% ---------- misc Psi/ret +0.50 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 | Toremahad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% light +6% lightning Phys.save +6 (+3 eff.) Max.HP +45.00 Silence- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 46.00 to 57.50 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant (efficiency 107% / cooldown 77%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the warrior (res 18%; magical, mental; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Alchemist's Helper0.1 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: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 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: Back Support0.1 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: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 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: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 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 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: Flash Powder0.1 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. |
5 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 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: Fungal Web0.1 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: Grounding Strap0.1 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: Headlamp0.1 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: Healing Salve0.1 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 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: Iron Grip0.1 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: Itching Powder0.1 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: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 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 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 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. |
5 schematic: Pain Suppressor Salve0.1 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 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 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 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 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. |
6 schematic: Second Skin0.1 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 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: Shocking Touch0.1 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: Silver Filigree0.1 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: Spike Attachment0.1 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: Spring Grapple0.1 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: Steamgun0.1 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. |
6 schematic: Steamsaw0.1 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: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 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 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 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge0.1 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Phlegmwilder the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +13% acid On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +10 Resists +26% acid +3% fire +9% nature +6% lightning Mind.save +10 (+5 eff.) Rings make your fingers look great! |
gold ring 'Blazecutter' =Light +3=0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil ----- def ----- Resists +9% mind Crit.chn- 5.00% Phys.save +9 (+5 eff.) Mind.save +10 (+5 eff.) Heal.mod +5% Silence- +20% ---------- misc Light +3 Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Acc +7 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
flaming dwarven-steel dagger of vileness (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 blight On Hit.r1 +8 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 22 Sharp, short and deadly. |
inquisitor's dwarven-steel dagger of projection (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Disrupt/Psionic Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
acidic dwarven-steel greatmaul of evisceration (148% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 148% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +7 (+5 eff.) Massive two-handed mauls. |
Genocide (152% power, 4 apr) =+7 STR/DEX/CON=3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steel greatsword 'Boltsquall' (128% power, 12 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +16% On Crit.r2 +12 arcane +8 lightning While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% lightning +5% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +3% lightning Massive two-handed swords. |
Abyss's kiss the ash longbow4.0 T2 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 cold While equipped: dps ---------- Dmg.mod +9% blight +18% cold Res.pen +10% mind +15% fire Melee Ret 10 mind ----- def ----- Resists +20% blight Longbows are used to shoot arrows at your foes. |
balanced voratun longsword of massacre (160% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Master Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +45% Sharp, long, and deadly. |
Yvibeth the Flarerupture (129% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Dmg.mod +9% mind Res.pen +5% fire Acc +13 (+6 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% acid +5% arcane +3% fire +9% mind +3% cold Blunt and deadly. |
thorny mindstar 'Eilineyawyn' (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +9% mind +12% light +3% darkness Spell.save +3 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Psi/turn +0.80 Hate/m.crit +2.00 Max.psi +34.00 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. |
Airspike the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +39% lightning Res.pen +25% cold Melee Ret 6 mind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.61 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Brightfury the ash starstaff (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +9% Crit.mult +23.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical +6% mind +12% light ----- def ----- Resists +6% acid +6% cold Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.24 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hettygorn (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +9% mind +15% blight Res.pen +15% blight Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Glintwild' (111% power, 3 apr, lightning element) =+8 CON=5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Con dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +14 (+4 eff.) Dmg.mod +15% lightning Res.pen +10% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- HP.reg +1.20 Heal.mod +24% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Airsweeper' (129% power, 5 apr, physical element) =+Phys, Light=5.0 T4 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+6 eff.) Dmg.mod +31% physical Res.pen +10% lightning Apr +1 ----- def ----- Defense +17 (+7 eff.) Die.at -80.00 life HP.reg +1.60 Heal.mod +21% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's ash starstaff of wizardry (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +16 (+5 eff.) Melee+ 21 arcane Dmg.mod +15% darkness ---------- misc Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blazelord (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Rare] Master/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit.r1 +12 fire On Crit.r2 +4 lightning Uses 1.0 Steam When used to Attack: On Hit.r1 +8 lightning While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +18% fire Crit.chn- 10.00% ---------- misc Light +3 See.Invis +15 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw (129% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Arcane/Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit.r1 +10 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
spiritwalker's hardened leather belt of recklessness =+5 MAG=1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +3 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +22.00 A belt that goes around your waist. |
Murkrage the cashmere cloak (2 def, 8 armour) =+19% cold/fire res=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% darkness Res.pen +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +15% fire +19% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchbloom the cashmere robe (0 def, 0 armour) =+6 STR +12 MAG +10 WIL=2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +12 Mag +10 Wil dps ---------- Dmg.mod +17% lightning +9% physical +12% cold Res.pen +15% darkness Melee Ret 10 acid ----- def ----- Resists +11% lightning +10% cold +7% blight +11% all Max.HP +59.00 HP.reg +1.50 Heal.mod +16% ---------- misc Mana/turn +0.25 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Airrune' (10 def, 0 armour) =+4 MAG=2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Dex +4 Mag +5 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +10 (+5 eff.) Resists +7% all ---------- misc Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Flarequencher (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+6 eff.) Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Armour +11 Resists +2% physical ---------- misc Stam/turn +0.40 Max.stam +28.00 A pair of boots made of leather. |
Hailvenom the pair of hardened leather boots (5 def, 3 armour) =+9 CON=2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Con dps ---------- Dmg.mod +15% cold ----- def ----- Armour +3 Defense +5 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +15.00 A pair of boots made of leather. |
Yarebers the pair of rough leather boots (15 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +7 Wil +3 Cun +1 Con dps ---------- Crit.mult +5.00% Acc +10 (+5 eff.) Apr +1 ----- def ----- Armour +1 Defense +15 (+7 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour) =+3 MAG=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
Hazeviper (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% mind +13% physical ----- def ----- Defense +2 (+1 eff.) Resists +12% cold +13% physical ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Max.hate +8.00 A pointy cloth hat, very wizardly... |
Leliharamnir (0 def, 3 armour) =+6 CON=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +6 Wil +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+4 eff.) S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +3% Crit.chn- 10.00% Spell.save +12 (+6 eff.) A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Quenchwrest (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+3 eff.) Dmg.mod +3% cold ----- def ----- Armour +6 Fatigue +4% Resists +12% blight +1% physical +12% cold +6% lightning Max.HP +40.00 Blind- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xelrarin the Sparkvortex (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% lightning +6% temporal +6% acid Res.pen +5% acid +15% lightning Melee Ret 6 temporal ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of blight (+12%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Defense +2 (+1 eff.) Resists +12% blight A pointy cloth hat, very wizardly... |
dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Alikath the steel mail armour (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+6 eff.) Acc +10 (+5 eff.) On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 32% ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +6% Resists +15% cold Phys.save +7 (+4 eff.) ---------- misc Max.stam +30.00 A suit of armour made of mail. |
Salikira the Blackworth (12 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% darkness +12% cold Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +15 Defense +12 (+6 eff.) Fatigue +12% Resists +12% light +6% darkness Mind.save +16 (+8 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +8% cold Mind.save +13 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
cured leather armour 'Stormdash' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +9% fire +7% physical Phys.save +15 (+7 eff.) Max.HP +100.00 Heal.mod +10% Pinning- +20% A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +15% fire HP.reg +3.50 ---------- misc Stam/turn +1.50 A suit of armour made of leather. |
flaming stralite shield (0 def, 8 armour, 152% power, 142.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature When used to Attack: Power 152% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
194 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Yvolewen (dig speed 36 turns) =+3 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% fire +6% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Boltpython' (dig speed 23 turns) =+mindpwr, +15% mind dmg=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% lightning +12% fire +18% mind Acc +5 (+2 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Chudunarin' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil +5 Cun dps ---------- Crit.mult +5.00% ----- def ----- Fatigue -4% ---------- misc Hate/m.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gevea [power 116] (2/15 cooldown) =Light +3=2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil +1 Con ---------- misc Light +3 See.Invis +3 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lich Homie Quan the Cornac Adventurer level 14
26th Dusk 122nd year of Ascendancy at 05:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lich Homie Quan the Cornac Adventurer level 24
10th Decay 122nd year of Ascendancy at 17:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lich Homie Quan the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 05:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lich Homie Quan the Cornac Adventurer level 20
71st Haze 122nd year of Ascendancy at 01:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Lich Homie Quan the Cornac Adventurer level 20
71st Haze 122nd year of Ascendancy at 10:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lich Homie Quan the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 22:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lich Homie Quan the Cornac Adventurer level 11
7th Mirth 122nd year of Ascendancy at 16:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lich Homie Quan the Cornac Adventurer level 24
10th Decay 122nd year of Ascendancy at 15:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lich Homie Quan the Cornac Adventurer level 17
23rd Haze 122nd year of Ascendancy at 05:32 see stats
Log
Lich Homie Quan HIT, 95% = (50 + 2,5 * (61 - 40)), min=0%, max=95%
You have deflected 8 incoming damage!
You have deflected 10 incoming damage!
Lich Homie Quan is not stunned anymore.
Lich Homie Quan's Beyond the Flesh HIT, 75% = (50 + 2,5 * (31 - 21)), min=0%, max=100%
Dreaming horror HIT, 100% = (50 + 2,5 * (41 - 13)), min=0%, max=100%
Lich Homie Quan's Beyond the Flesh HIT, 95% = (50 + 2,5 * (61 - 40)), min=0%, max=95%
Dreaming horror MISS, 48% = (50 + 2,5 * (47 - 48)), min=0%, max=95%
Dreaming horror HIT, 100% = (50 + 2,5 * (41 - 3)), min=0%, max=100%
Dreaming horror HIT, 100% = (50 + 2,5 * (41 - 12)), min=0%, max=100%
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Lich Homie Quan HEALS from physical damage!
Lich Homie Quan converts some damage to Psi!
Ravage from Dreaming horror hits Lich Homie Quan for (14 to psi shield), (10 deflected), 3 to psi, 6 physical, 8 healing (6 psi heal) (10 total damage) [14 healing].
Dreaming horror hits Lich Homie Quan for (1 to psi shield), 0 to psi, 1 mind (1 total damage).
Restless Night from Dreaming horror hits Lich Homie Quan for (11 to psi shield), (8 deflected), 3 to psi, 5 mind (7 total damage).
Lich Homie Quan's Beyond the Flesh hits Dreaming horror for (6 dismissed), (3 resonance), 1 to psi, 1 nature, (1 dismissed), (1 resonance), 0 to psi, 0 mind, (6 dismissed), (3 resonance), 1 to psi, 1 light (5 total damage).
Lich Homie Quan receives 6 healing (5 psi heal).
Dreaming horror uses Distortion Wave.
You have deflected 20 incoming damage!
Lich Homie Quan MISS, 95% = (50 + 2,5 * (61 - 34)), min=0%, max=95%
Lich Homie Quan resists the knockback!
Lich Homie Quan MISS, 0% = (50 + 2,5 * (34 - 61)), min=0%, max=95%
Lich Homie Quan is stunned!
Lich Homie Quan converts some damage to Psi!
Dreaming horror hits Lich Homie Quan for (43 to psi shield), (20 deflected), 40 to psi, 74 physical (114 total damage).
Dreaming horror receives 6 healing (9 psi heal).
Lich Homie Quan the level 27 cornac adventurer was bled to death by a dreaming horror on level 1 of Ruined Dungeon.
---------- Turn 190 ----------






























































































































