











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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 10 on the 4th Flare 122nd year of Ascendancy at 01:47 0 / 7Killed by Aregann the wolf at level 12 on the 4th Dusk 122nd year of Ascendancy at 04:09 Killed by Zubomina the thief at level 19 on the 75th Dusk 122nd year of Ascendancy at 04:07 Killed by gigantic gravity worm at level 19 on the 63rd Haze 122nd year of Ascendancy at 11:33 Killed by ritch flamespitter (wild summon) at level 20 on the 66th Haze 122nd year of Ascendancy at 08:02 Killed by Vorabretta the giant green ant at level 24 on the 9th Decay 122nd year of Ascendancy at 17:12 Killed by Xerarin the giant fire ant at level 24 on the 10th Decay 122nd year of Ascendancy at 01:15 |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 27 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 61 (base 53) |
| Willpower | 30 (base 12) |
| Cunning | 54 (base 40) |
Resources
| Insanity | 93/100 |
| Mana | 286/338 |
| Negative | 104/119 |
| Psi | 112/130 |
| Life | -134/536 |
| Positive | 101/119 |
| Stamina | 219/219 |
| Paradox | 300 |
| Healing Factor | 1.2324166372473 |
| Regeneration | 1.5405207965592 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +17.58394756553% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 12 |
| See Invisible | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 51 |
| Crit Chance | 17% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +15% |
| Arcane | +12% |
| Mind | +24% |
| All | 0% |
| Darkness | +19% |
| Temporal | +12% |
| Cold | +6% |
| Fire | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +41% |
| Temporal | +36% |
| Arcane | +38% |
| All | +23% |
| Nature | +28% |
Defense: Base
| Armour (hardiness) | 31 (35.65183292883%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 35%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 18%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 10% |
| Stun Resistance | 64% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% 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: 13 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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -482 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 964 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Demented / Horrific body | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 repented thief from death by ritch flamespitter. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xanithra the large brown snake. Escort: temporal explorer (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Vorabretta the giant green ant. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | steel greatsword 'Yarodan' (127% power, 2 apr) =+18% all respen, +Acc=3.0 T2 greatsword 1H weapon [Random Unique] Master/Psionic Power 127% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living While equipped: Stats +1 Wil +1 Mag dps ---------- Res.pen +18% all Acc +20 (+7 eff.) Apr +16 On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% cold Massive two-handed swords. |
| Light source | Dagusin1.0 T3 lite [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% mind Res.pen +5% all Apr +7 ---------- misc Stam/turn +3.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Shimmervortex' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +18% mind ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +6% lightning Spell.save +5 (+2 eff.) Max.HP +66.00 Heal.mod +13% A hat made of leather. Very stylish. |
| On feet | Floeclamor (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +12% temporal +6% cold Res.pen +13% darkness +13% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +16% darkness +22% temporal Def/telep +16 Res/telep +15% Dur/telep +18% A pair of boots made of leather. |
| Tool | Undeathmight the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +3% fire Res.pen +5% nature Melee Ret 2 nature ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 136 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Fogworth the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +12% arcane Res.pen +15% arcane +5% darkness Melee Ret 2 arcane 6 darkness ----- def ----- Armour +14 Resists +3% darkness Phys.save +15 (+8 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) Blind- +36% ---------- misc Infravis +5 See.Stealth +12 See.Invis +10 Rings make your fingers look great! |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | insulating copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
| In main hand | Shockripper the dwarven-steel longsword (124% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 124% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +7 Cun +7 Con dps ---------- Crit.mult +20.00% Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +1.00 Max.psi +10.00 Sharp, long, and deadly. |
| On hands | Quenchstreak (0 def, 3 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Melee+ 8 darkness Dmg.mod +4% darkness Apr +2 ----- def ----- Armour +3 Resists +6% darkness +6% cold Phys.save +12 (+6 eff.) Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 17% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned Mind.save +6 (+3 eff.) Max.HP +44.00 A belt that goes around your waist. |
| Cloak | Elygalaith (2 def, 0 armour) =Light +3=2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Mag +3 Con dps ---------- Crit.mult +18.00% Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +6% light +7% fire +7% cold +8% lightning Stealth +11 Knockbk- +10% ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 50.87 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
medical injector implant of the psychic (efficiency 135% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous 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 27 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
biting gale rune (damage 66; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 65.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Air Recycler0.1 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: 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. |
2 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. |
2 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: 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: Fatal Attractor0.1 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: Fiery 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: 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. |
2 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. |
2 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. |
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. |
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. |
4 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: 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. |
2 schematic: Mana Coil0.1 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: 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. |
2 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. |
schematic: Power Distributor0.1 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: 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. |
2 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. |
4 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. |
3 schematic: Saw 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. |
3 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: 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. |
3 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: 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. |
2 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. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's steel ring of power =+4 STR=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
flaming dwarven-steel battleaxe (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 140% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
steel battleaxe 'Gorihek' (121% power, 2 apr) =+Def=3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 122% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Dmg.mod +6% mind Acc +14 (+5 eff.) ----- def ----- Defense +18 (+6 eff.) Resists +6% nature +6% fire Disarm- +64% Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced dwarven-steel dagger of evisceration (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 116% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +23% Sharp, short and deadly. |
slime-covered dwarven-steel dagger of erosion (109% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Disrupt Power 109% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Hit: * 11% chance to slow global speed by 47% Sharp, short and deadly. |
Silovena (135% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 136% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +4 Wil +2 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) ----- def ----- Spell.save +9 (+4 eff.) Massive two-handed mauls. |
Tundrabrand (130% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 131% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +8 cold While equipped: Stats +13 Str +10 Dex +7 Mag +10 Wil +7 Cun +7 Con dps ---------- Phys.crit +4.0% Acc +10 (+3 eff.) Massive two-handed swords. |
ash longbow 'Noontreason' =+20 WIL +17 CON=4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +3 Str +20 Wil +17 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +3% blight ----- def ----- Resists +6% light Max.HP +66.00 Longbows are used to shoot arrows at your foes. |
steel mace 'Hazebloom' (105% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 106% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 mind On Hit: * 17% chance to reduce all saves and defense by 21 While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +21% acid +9% light Res.pen +10% cold Melee Ret 10 acid ----- def ----- Resists +6% cold Blunt and deadly. |
flaming dwarven-steel steamsaw of massacre (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 131% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 10 fire ----- def ----- Armour +4 Defense +6 (+2 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! |
truestriking dwarven-steel steamsaw (118% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 119% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +11 (+4 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+2 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! |
Forestpython the cashmere cloak (2 def, 6 armour) =+21 cold res=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% acid ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +21% cold +12% nature +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +10% temporal Spell.save +6 (+3 eff.) Def/telep +12 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of hardened leather boots 'Korasus' (5 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% temporal Res.pen +5% temporal ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue -6% Resists +12% temporal Max.HP +39.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Max.stam +18.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +8 (+4 eff.) Unarmed combat: Power 118% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +19 Crit +8.0% Atk.spd 83% On Hit: * 15% chance to slow global speed by 47% * 13% chance to reduce armor by 33% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +5 Resists +5% arcane Mind.save +5 (+2 eff.) Max.HP +53.00 Unarmed combat: Power 124% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather hat of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% cold HP.reg +2.20 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
steel mail armour of command (9 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +9 (+3 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+8 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Tulikor the rough leather armour (26 def, 4 armour) =+DEF!=9.0 T1 light armor [Rare] Master While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +4 Defense +26 (+8 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of ash arrows 'Glimmertickler' (19/19, 119% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 120% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 19 Ranged+ +20 acid On Crit.r2 +12 mind +8 light On Hit: * 20% chance to reduce all saves and defense by 21 * 20% chance to reduce armor by 33% Arrows are used with bows to pierce your foes to death. |
8 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. |
65 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
brass lantern 'Xanumiwyn'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Phys.pwr +20 (+7 eff.) Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Max.HP +42.00 ---------- misc Equi/ret +0.08 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 (+1 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. |
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. |
3 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. |
7 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. |
12 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. |
10 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By The Left Hand of Darkness the Cornac Adventurer level 23
8th Decay 122nd year of Ascendancy at 06:34 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Left Hand of Darkness the Cornac Adventurer level 19
48th Haze 122nd year of Ascendancy at 06:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By The Left Hand of Darkness the Cornac Adventurer level 22
6th Decay 122nd year of Ascendancy at 21:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Left Hand of Darkness the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 04:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Left Hand of Darkness the Cornac Adventurer level 20
65th Haze 122nd year of Ascendancy at 12:04 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By The Left Hand of Darkness the Cornac Adventurer level 19
75th Dusk 122nd year of Ascendancy at 11:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By The Left Hand of Darkness the Cornac Adventurer level 10
4th Flare 122nd year of Ascendancy at 01:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Left Hand of Darkness the Cornac Adventurer level 9
1st Summertide 122nd year of Ascendancy at 23:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Left Hand of Darkness the Cornac Adventurer level 17
13rd Dusk 122nd year of Ascendancy at 15:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 23
8th Decay 122nd year of Ascendancy at 22:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 15
8th Dusk 122nd year of Ascendancy at 17:59 see stats
Log
The Left Hand of Darkness casts Rune: Shatter Afflictions.
The Left Hand of Darkness stops burning.
A shield forms around The Left Hand of Darkness.
Rune: Shatter Afflictions is still on cooldown for 18 turns.
Tentacle Constriction from The Left Hand of Darkness HIT, 100% = (50 + 2,5 * (54 - 11)), min=0%, max=100%
Tentacle Constriction from The Left Hand of Darkness hits Xerarin the giant fire ant for 82 darkness, 6 darkness, 0 arcane (89 total damage).
Xerarin the giant fire ant spits flames!
Xerarin the giant fire ant hits The Left Hand of Darkness for (13 absorbed), 5 fire (5 total damage).
The Left Hand of Darkness's fully exits the shadows.
Talent Shed Skin is ready to use.
Bleeding from Xerarin the giant fire ant hits The Left Hand of Darkness for (24 absorbed), 10 physical (10 total damage).
---------- Turn 15 ----------
Tentacle Constriction from The Left Hand of Darkness HIT, 100% = (50 + 2,5 * (54 - 11)), min=0%, max=100%
Tentacle Constriction from The Left Hand of Darkness hits Xerarin the giant fire ant for 42 darkness, 5 darkness, 0 arcane (48 total damage).
Xerarin the giant fire ant uses Shield Pummel.
Xerarin the giant fire ant HIT, 80% = (50 + 2,5 * (57 - 45)), min=0%, max=100%
Your shield crumbles under the damage!
The shield around The Left Hand of Darkness crumbles.
Xerarin the giant fire ant HIT, 80% = (50 + 2,5 * (57 - 45)), min=0%, max=100%
Xerarin the giant fire ant performs a melee critical strike against The Left Hand of Darkness!
The Left Hand of Darkness's temporal clone HIT, 63% = (50 + 2,5 * (33 - 28)), min=0%, max=95%
The Left Hand of Darkness's temporal clone shrugs off the effect 'Silenced'!
The Left Hand of Darkness MISS, 0% = (50 + 2,5 * (31 - 72)), min=0%, max=95%
The Left Hand of Darkness is stunned!
The Left Hand of Darkness shares damage with her guardian!
Melee retaliation hits Xerarin the giant fire ant for 1 lightning, 6 darkness, 1 nature, 2 arcane, 1 lightning, 7 darkness, 1 nature, 1 arcane (21 total damage).
Xerarin the giant fire ant hits The Left Hand of Darkness for (15 absorbed), 94 physical, 3 fire, (25 shared), 163 physical (260 total damage).
The Left Hand of Darkness the level 24 cornac adventurer was decapitated to death by Xerarin the giant fire ant on level 4 of Old Forest.
---------- Turn 16 ----------
Xerarin the giant fire ant is free from the tentacle constriction.















































































































