
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Weapon Schematics for Tinkers at Birth 1.5.5Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC. Based on a suggestion by Mel. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Possessor Bonus Class 1.5.4Donators/Buyers bonus! Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.5.0Donators/Buyers bonus! Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Early Infinite Dungeon 1.3.0Allows you to use the stairs from the Ruined Dungeon to the Infinite Dungeon, even if you haven't completed the campaign. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Archmage Options Addon 1.4.5Mod to set most archmage talents/talent categories to unlearnt and give them talent/talent category points to make up for it. Better Item Description 1.5.10This 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 Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 37 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 57 (base 47) |
| Dexterity | 18 (base 18) |
| Constitution | 24 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 69 (base 60) |
| Cunning | 58 (base 37) |
Resources
| Life | 758/758 |
| Steam | 100/100 |
| Equilibrium | 45 |
| Psi | 164/164 |
| Healing Factor | 1.2182474226804 |
| Regeneration | 10.172365979381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 8 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 50 |
| Crit Chance | 37% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Physical | +12% |
| Mind | +36% |
| All | +2% |
| Lightning | +14% |
| Light | +42% |
| Darkness | +12% |
| Fire | +29% |
| Nature | +41% |
Offense: Damage Penetration
| Darkness | +20% |
| Blight | +20% |
| Mind | +20% |
| Fire | +15% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 20 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 33%( 70%) |
| All | + 33%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 37%( 70%) |
| Physical | + 37%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 56%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 0% |
| Poison Resistance | 50% |
| Silence Resistance | 0% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 75%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Mechanical Arms |
| talent | Automated Cloak Tessellation |
| talent | Wild Growth |
| talent | Gestalt |
| talent | Embedded Restoration Systems |
| talent | Antimagic Shield |
| beneficial effect | Steampower increased by 12. Gestalt |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 632. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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 xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Flashclash (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +27% fire Res.pen +10% nature +15% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue -4% Resists +15% fire Phys.save +23 (+8 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +26 A pair of boots made of leather. |
| Quiver | Eremyrion the Dawnwrack (46/46, 105% power, 1 apr) 3.0 T1 shot ammo [Rare] Master Power 106% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 46 Ranged+ +16 light On Hit.r1 +20 light On Hit: * Slows global speed by 40% * 40 arcane resource burn While equipped: ---------- misc Reload +1 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Murkobsidian the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +4 Con dps ---------- Dmg.mod +16% light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Max.HP +40.00 ---------- misc Light +6 See.Stealth +8 Telepathy Demon/Minor Demon/Major A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour) 2.0 T4 head armor [Unique] Psionic While equipped: Stats +10 Cun dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical Acc +0 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save +5 (+1 eff.) Heal.mod -10% Silence- +0% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Light +0 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 21/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Camogen the Corruptionquench (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% nature +12% lightning Res.pen +10% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 13 bleed Ranged+ 7 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Scorpionzeal the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +3% acid Res.pen +20% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Rings can have magical properties. |
| Around neck | Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% Inner Demons: Level 5.2 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 12 turns, there's a 25% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Tinkerer's Twinblaster 4.0 T1 steamgun 1H weapon Reqs Dex 20 [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.1% dam / acc Apr +4 Crit +0.0% Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical On Hit.r1 +0 20% chance of physical repulsion On Hit: * splashes acid on your target dealing 71 damage and reducing their armor Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | Glarefoe the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% light Res.pen +20% darkness Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +7% lightning +6% temporal A belt that goes around your waist. |
| In off hand | Oozing Heart (115% power, 41 apr, nature slow damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 20% Cun Dmg Nature slow Mastery Psiblades Acc uses Wil Apr +41 Crit +23.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 69.93 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Cloudclash (12 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to disease * 30% chance to daze at end of turn ----- def ----- Defense +12 (+6 eff.) Resists +39% lightning +0% cold +0% nature Phys.save +10 (+3 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Xanura' (5 def, 11 armour) 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +9% mind Melee Ret 6 light ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +18% lightning +17% darkness +13% blight Max.HP +58.00 HP.reg +8.10 Heal.mod +21% Poison- +50% Disease- +50% Cut- +50% ---------- misc Max.psi +30.00 Light +1 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 122% / cooldown 58%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 93% / cooldown 50%)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 93% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 153% / cooldown 94%)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 153% efficiency and cooldown mod of 94%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 8.9 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 314 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 515 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 400 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Veladhemira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun dps ---------- Dmg.mod +21% mind Res.pen +15% mind ----- def ----- Resists +14% lightning Stun/Frz- +22% Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Nimbusswift the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +30% lightning Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% fire Amulets can have magical properties. |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +13% Cut- +40% Confus- +21% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 424 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +0.60 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
voratun amulet 'Runasamas'0.1 T5 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Mind.crit +7% Mind.pwr +4 (+1 eff.) Dmg.mod +9% mind ----- def ----- Resists +19% nature +19% blight Mind.save +30 (+9 eff.) Poison- +36% Disease- +41% ---------- misc Psi/ret +0.08 Hate/m.crit +5.00 Telepathy Dragon Amulets can have magical properties. |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +7 See.Invis +9 Rings can have magical properties. |
steel ring 'Voremiwen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +20% mind Acc +12 (+6 eff.) ----- def ----- Armour +12 Resists +6% cold Spell.save +20 (+8 eff.) Blind- +10% Poison- +10% Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
Bethith0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Str +2 Dex +2 Mag +1 Cun dps ---------- Res.pen +10% mind ----- def ----- Resists +6% mind Crit.dmg- 15.00% Max.HP +59.00 HP.reg +0.80 Heal.mod +19% ---------- misc See.Invis +12 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings can have magical properties. |
voratun greatsword (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Normal] Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 70% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison On Hit.r1 +0 20% chance of physical repulsion While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 215.22 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Arthogar the Sunwrither (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 107% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 light On Crit.r2 +4 temporal While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +3% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +10% lightning +9% fire +6% light +13% cold Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +1.40 Hate/kill +3.00 Psi/kill +3.00 Masteries +0.20 Cursed/Dark sustenance +0.30 Psionic/Voracity +0.10 Psionic/Absorption Inflict 188.77 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Getyhek the Corpsestreaker (137% power, 19 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Steamtech Power 137% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Melee+ +13 nature +17 temporal Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% mind Res.pen +12% nature Melee Ret 12 mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +9% all Max.HP +50.00 ---------- 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! |
overgrown stralite steamgun4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +1.30 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Amyrazor1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +25% physical Apr +2 ----- def ----- Armour +4 Resists +7% acid +2% physical +7% fire +8% cold +7% lightning A belt that goes around your waist. |
Galecrack the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +8 Cun +6 Dex dps ---------- Res.pen +5% lightning Acc +12 (+6 eff.) Apr +8 On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 21% chance to reduce effective powers by 20% * 23 arcane resource burn ----- def ----- Armour +2 Resists +8% darkness +3% lightning Spell.save +14 (+6 eff.) ---------- misc Infravis +3 Track: Puts all charms on 15 cooldown Level 1.8 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindleschism (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% mind Melee Ret 16 mind 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 HP.reg +1.40 ---------- misc Stam/turn +0.60 Max.stam +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
4 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
132 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. |
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. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel back support0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+8 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
powerful healing salve [power 177] powerful healing salve [power 177]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 177 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great regeneration salve [power 265] great regeneration salve [power 265]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 265 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing frost salve [power 17] amazing frost salve [power 17]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 275/400 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. |
supercharged iron torque of kinetic psionic shield [power 39] (24 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 39 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 96 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
quiet steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Aerytira' [power 28] (30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +15% darkness +6% fire Crit.dmg- 10.00% Cut- +20% Stun/Frz- +45% Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of clear mind [power 3] (10 cooldown)2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown 100% to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
webbed ash totem of healing [power 112] (20 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Heal a target within range 9 (based on Willpower) for 112 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Kilnjustice [power 42] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +27% fire On Hit (Melee): * 20% chance to disease ---------- misc Talents +1 Invoke Tentacle +3 Rushing Claws +3 Lay Web Cooldown Invoke Tentacle +5 Rushing Claws -1 Lay Web -1 Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Vethgar the Cornac Psyshot level 27
1st Time of Balance 123rd year of Ascendancy at 21:56 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Vethgar the Cornac Psyshot level 33
52nd Pyre 123rd year of Ascendancy at 08:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vethgar the Cornac Psyshot level 17
73rd Haze 122nd year of Ascendancy at 15:48 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Vethgar the Cornac Psyshot level 34
73rd Pyre 123rd year of Ascendancy at 19:13 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Vethgar the Cornac Psyshot level 35
7th Flare 123rd year of Ascendancy at 11:33 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Vethgar the Cornac Psyshot level 32
38th Pyre 123rd year of Ascendancy at 07:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Vethgar the Cornac Psyshot level 21
15th Regrowth 123rd year of Ascendancy at 12:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vethgar the Cornac Psyshot level 31
37th Pyre 123rd year of Ascendancy at 19:53 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vethgar the Cornac Psyshot level 23
17th Regrowth 123rd year of Ascendancy at 20:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vethgar the Cornac Psyshot level 10
8th Haze 122nd year of Ascendancy at 03:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vethgar the Cornac Psyshot level 20
5th Regrowth 123rd year of Ascendancy at 02:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Vethgar the Cornac Psyshot level 30
6th Pyre 123rd year of Ascendancy at 20:20 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vethgar the Cornac Psyshot level 19
5th Allure 123rd year of Ascendancy at 18:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vethgar the Cornac Psyshot level 6
1st Haze 122nd year of Ascendancy at 05:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vethgar the Cornac Psyshot level 12
35th Haze 122nd year of Ascendancy at 13:33 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vethgar the Cornac Psyshot level 34
1st Flare 123rd year of Ascendancy at 09:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vethgar the Cornac Psyshot level 26
27th Regrowth 123rd year of Ascendancy at 06:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vethgar the Cornac Psyshot level 16
65th Haze 122nd year of Ascendancy at 20:53 see stats
Log
There is an item here: linen wizard hat of knowledge (1 def, 0 armour)
There is an item here: Kilntrencher the linen wizard hat (1 def, 0 armour)
Vethgar wears (replacing Galecrack the hardened leather gloves (0 def, 2 armour) ): Spellhunt Remnants (4 def, 5 armour).
You detach dwarven steel toxic cannister launcher from your Galecrack the hardened leather gloves (0 def, 2 armour).
You attach dwarven steel toxic cannister launcher to your Spellhunt Remnants (4 def, 5 armour) .
You can not do that with a tinker attached. Remove it first.
You detach dwarven steel toxic cannister launcher from your Spellhunt Remnants (4 def, 5 armour).
Today is the 11st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an item here: pouch of voratun shots 'Shinefist' (20/20, 162% power, 6 apr)
There is an item here: Radianceborn the pouch of voratun shots (19/21, 167% power, 6 apr)
There is an item here: pouch of iron shots 'Ebonyream' (15/15, 115% power, 1 apr)
There is an item here: Corruptionwire the pouch of steel shots (12/21, 131% power, 2 apr)
There is an item here: psychokinetic pouch of steel shots of erosion (18/18, 118% power, 2 apr)
There is an item here: Mummified Egg-sac of Ungolë
Ran for 2 turns (stop reason: object seen).
Vethgar deactivates Wild Growth.
Vethgar deactivates Embedded Restoration Systems.
Vethgar deactivates her cloak's restoration systems.
A psionic shield forms around Vethgar.
Vethgar deactivates Antimagic Shield.
Vethgar tessellates her cloak!
Vethgar deactivates Mechanical Arms.
Vethgar deactivates Gestalt.
Vethgar deactivates Molten Iron Blood.





































































































































