









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 26 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Ilia the halfling at level 13 on the 22nd Dusk 122nd year of Ascendancy at 11:03 1 / 5Killed by Adyth the rogue sapper at level 21 on the 25th Haze 122nd year of Ascendancy at 14:19 Killed by MONK at level 22 on the 47th Haze 122nd year of Ascendancy at 16:38 Killed by Ce'Nossra the fire drake hatchling at level 24 on the 63rd Haze 122nd year of Ascendancy at 05:29 Killed by armoured skeleton warrior at level 26 on the 77th Haze 122nd year of Ascendancy at 08:28 |
Primary Stats
| Strength | 49 (base 23) |
| Dexterity | 74 (base 56) |
| Constitution | 43 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 43 (base 39) |
Resources
| Life | 707/707 |
| Stamina | 165/165 |
| Steam | 100/100 |
| Healing Factor | 1.5397742564935 |
| Regeneration | 127.93984297205 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 34.388749514228 |
Offense: Barehand
| Damage | 82 |
| Accuracy | 69 |
| Crit Chance | 21% |
| APR | 22 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +18% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
Defense: Base
| Armour (hardiness) | 31 (55.65183292883%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 6 |
| Physical Save | 42 |
| Spell Save | 37 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 16%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 47%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 14%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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 79 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | A flow of life spins around the target, regenerating 74.84 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Xeremitta the snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Xanirelrassra the midge swarm. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Noonfurnace (15 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) When Hit 6 light defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +2% Unlife -60.00 life Life +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | hardened leather gloves 'Samedunarobers' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Cun +4, Dex +4 offense ------ Critical power +20.00% Accuracy +16 (+4 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +3% mind, +1% physical Physical save +3 (+1 eff.) Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +9 Critical Rate +3.0% Attack Speed 125% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+5 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eilinildara [power 55] (18 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Defense +30 (+7 eff.) Resistance +6% mind Physical save +12 (+4 eff.) Pinning Resist +10% Knockbk Resist +20% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 18 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Stun Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats Str +6, Con +6 defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| Main armor | rough leather armour 'Emelonor' (13 def, 6 armour) 9.0 Encumbrance T1 light armor [Rare] Arcane While equipped: offense ------ Physical Power +10 (+4 eff.) Accuracy +15 (+4 eff.) Ignore Armor +5 When Hit 4 physical defense ------ Armor +6 Hardiness +20% Defense +13 (+3 eff.) Fatigue +8% Resistance +6% arcane Spell save +13 (+5 eff.) A suit of armour made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(66 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | cashmere cloak 'Elenehell' (8 def, 4 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% blight defense ------ Armor +4 Defense +8 (+2 eff.) Resistance +24% lightning, +12% light +6% blight, +16% fire +6% cold Spell save +15 (+6 eff.) Stealth +7 Life Regen +4.00 Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Bethewyn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Str +1, Dex +4 offense ------ Critical power +10.00% Physical Power +2 (+1 eff.) defense ------ Spell save +6 (+3 eff.) other ------- See Invisibility +3 Size +1 A belt that goes around your waist. |
Inventory
medical injector implant of the titan (efficiency 141% / cooldown 91%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 125% / cooldown 74%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (die at -347; dur 5; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 36 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 -347 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 347 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 437%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 128; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 199; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 199 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 25 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
cleansing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats Dex +3 defense ------ Resistance +10% nature, +10% blight Poison Resist +21% Disease Resist +22% Amulets make your neck look great! |
Loruromirand the gold ring =LR26=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Damage +13% lightning, +12% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +26% lightning Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 35 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
savior's steel ring of arcana (+0.13/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Silence Resist +25% other ------- Mana/turn +0.13 Rings make your fingers look great! |
lifebinding elven-wood vilestaff of invocation (129% power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane/Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +4 offense ------ Spell Crit +4% Spellpower +25 (+15 eff.) Spellpower/crit +6 Damage +25% blight defense ------ Life Regen +0.80 Healmod +16% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 22.70 to 27.24 blight damage Puts all charms on 6 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
acidic stralite waraxe (139% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 One-handed war axes. |
Corruptiontaint1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +5% physical Accuracy +10 (+2 eff.) Ignore Armor +1 On-Hit (Melee): * 10% chance to slow global speed by 42% * 20% chance to reduce all saves and defense by 17 defense ------ Armor +6 Defense +9 (+2 eff.) Stealth +6 Unlife -40.00 life A belt that goes around your waist. |
Glaresear =LR6=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +1, Dex +1 offense ------ Critical power +15.00% Ignore Armor +1 defense ------ Resistance +6% lightning, +6% temporal +3% light A belt that goes around your waist. |
Arebrevea the Scorchshear (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +1, Dex +1 offense ------ Damage +3% physical Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) Physical save +9 (+3 eff.) Spell save +6 (+3 eff.) other ------- Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Wildwrack' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats Str +2, Wil +4, Cun +4 offense ------ Physical Crit +4.0% Mind Crit +5% Ignore resists +20% physical Ignore Armor +1 When Hit 2 physical On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats Cun +3, Dex +2 offense ------ Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: defense ------ Resistance +5% blight, +7% all Life +40.00 Life Regen +1.50 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Worm of nature (+19%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: offense ------ Damage +13% nature defense ------ Resistance +19% nature, +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Alorath' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: defense ------ Resistance +1% physical, +21% darkness +3% blight, +23% mind +9% all Physical save +10 (+3 eff.) Spell save +12 (+5 eff.) Mind save +23 (+9 eff.) Poison Resist +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastgasher the dwarven-steel gauntlets (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 physical Damage +15% lightning, +6% physical defense ------ Armor +9 Fatigue +3% Resistance +27% acid Spell save +9 (+4 eff.) Healmod +15% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Daimalathazor the Flashnaught (0 def, 2 armour) =LR24=1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 8 blight Damage +9% blight Ignore resists +10% arcane, +25% lightning defense ------ Armor +2 Resistance +13% blight, +24% lightning Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +8 blight On Hit: 20% Soul Rot level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glorytira (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Cun +2, Dex +3 offense ------ On-Hit 7 acid Damage +11% acid defense ------ Armor +2 Fatigue +3% Resistance +7% acid Crit Resistance 15.00% other ------- Infravision +3 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Glowwrest the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +4 offense ------ Physical Power +11 (+4 eff.) Damage +15% light Ignore resists +25% blight defense ------ Armor +2 Fatigue +3% Resistance +6% blight, +20% light Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats Str +4 defense ------ Armor +2 Resistance +10% lightning, +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 125% On-hit +10 lightning, +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 144.76 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Glariathra the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3 offense ------ Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Physical save +9 (+3 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Wil +3, Mag +4 offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
grounding linen wizard hat of lightning (+22%) (1 def, 0 armour) =LR22=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +22% lightning, +6% temporal A pointy cloth hat, very wizardly... |
hardened leather hat 'Beluma' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Con +5 offense ------ Critical power +5.00% defense ------ Armor +3 Fatigue +3% Mind save +3 (+1 eff.) Life Regen +4.00 Disarm Resist +20% Knockbk Resist +10% other ------- EQ when Hit +0.16 Hate-on-crit +3.00 A hat made of leather. Very stylish. |
rough leather cap 'Glivena' (0 def, 1 armour) =WB=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Dex +2, Con +3 defense ------ Armor +1 Fatigue +1% Resistance +3% nature, +6% cold Spell save +6 (+3 eff.) Unlife -20.00 life other ------- Breathe water A cap made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Str +5, Con +3 defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Berigar (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Arcane While equipped: Stats Con +4 offense ------ Physical Crit +8.0% Critical power +10.00% Physical Power +20 (+7 eff.) Ignore resists +15% physical defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +7% arcane Spell save +13 (+5 eff.) A suit of armour made of leather. |
Thunderpiercer (21 def, 11 armour) =LR21=9.0 Encumbrance T3 light armor [Random Unique] Master While equipped: Stats Cun +6, Dex +10 offense ------ Move Speed +20% Damage +12% blight Ignore resists +5% blight defense ------ Armor +11 Defense +21 (+5 eff.) Fatigue +8% Resistance +21% lightning, +3% blight A suit of armour made of leather. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour) =WB=9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+2 eff.) Fatigue +8% Resistance +5% acid, +7% cold Life Regen +3.50 other ------- Stamina/turn +1.00 Breathe water A suit of armour made of leather. |
volcanic reinforced leather armour of command (20 def, 19 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Psionic While equipped: Stats Cun +3 offense ------ On-Hit 6 fire On-Ranged-Hit 7 fire defense ------ Armor +19 Defense +20 (+5 eff.) Fatigue +8% Resistance +15% fire, +18% physical Mind save +14 (+6 eff.) A suit of armour made of leather. |
barbed quiver of yew arrows of grasping (15/16, 153% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Nature/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 16 On Hit: * 20% chance to create vines that bind the target to the ground dealing 89 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
192 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Yvuwen' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Mag +4 offense ------ Physical Power +10 (+4 eff.) Ignore Armor +1 defense ------ Resistance +6% acid other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 14 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 52 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of dwarven-steel shots (17/17, 148% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 17 On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of crippling (8/19, 140% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 141% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
iron torque of psionic shield [power 27] (18 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick ash wand of shielding [power 152] (11 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By MONK the Cornac Brawler level 24
74th Haze 122nd year of Ascendancy at 06:03 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By MONK the Cornac Brawler level 13
12nd Dusk 122nd year of Ascendancy at 01:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By MONK the Cornac Brawler level 20
65th Dusk 122nd year of Ascendancy at 21:39 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By MONK the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 04:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By MONK the Cornac Brawler level 20
57th Dusk 122nd year of Ascendancy at 18:40 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By MONK the Cornac Brawler level 21
66th Dusk 122nd year of Ascendancy at 09:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By MONK the Cornac Brawler level 24
63rd Haze 122nd year of Ascendancy at 04:35 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By MONK the Cornac Brawler level 21
25th Haze 122nd year of Ascendancy at 14:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By MONK the Cornac Brawler level 12
10th Flare 122nd year of Ascendancy at 09:10 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By MONK the Cornac Brawler level 21
25th Haze 122nd year of Ascendancy at 03:50 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By MONK the Cornac Brawler level 12
9th Flare 122nd year of Ascendancy at 03:54 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By MONK the Cornac Brawler level 21
24th Haze 122nd year of Ascendancy at 14:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By MONK the Cornac Brawler level 18
46th Dusk 122nd year of Ascendancy at 11:28 see stats
Log
Talent Double Strike is ready to use.
Acid Splash from Wretchling hits MONK for (14 flat reduction), 0 acid (0 total damage).
---------- Turn 4 ----------
MONK throws two quick punches.
MONK performs a melee critical strike against Elven warrior!
MONK performs a melee critical strike against Elven warrior!
MONK hits Elven warrior for 245 physical, 102 physical, 16 light, 16 light, 231 physical, 102 physical, 16 light, 16 light (746 total damage).
Elven warrior misses MONK.
Acid Splash from Wretchling hits MONK for (14 flat reduction), 0 acid (0 total damage).
---------- Turn 5 ----------
MONK performs a melee critical strike against Elven warrior!
MONK hits Elven warrior for 102 physical damage.
MONK killed Elven warrior!
---------- Turn 6 ----------
MONK is free from the acid.
MONK picks up (n.): schematic: Voltaic Shell.
Talent Infusion: Regeneration is ready to use.
Talent Double Strike is ready to use.
MONK uses Infusion: Regeneration.
MONK starts regenerating health quickly.
Talent Spinning Backhand is ready to use.
---------- Turn 7 ----------
---------- Combat ended after 8 turn(s) ----------
MONK stops regenerating health quickly.
MONK picks up (u.): acidic stralite waraxe (139% power, 5 apr).
MONK picks up (u.): lifebinding elven-wood vilestaff of invocation (129% power, 5 apr, blight element).
Talent Infusion: Regeneration is ready to use.
MONK uses Infusion: Regeneration.
MONK starts regenerating health quickly.
MONK uses Create Tinker.





























































































































