








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.5.0Donators/Buyers bonus! Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 38 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 28 on the 54th Regrowth 123rd year of Ascendancy at 23:44 6 / 1 |
Primary Stats
| Strength | 110 (base 54) |
| Dexterity | 110 (base 60) |
| Constitution | 55 (base 14) |
| Magic | 13 (base 13) |
| Willpower | 21 (base 15) |
| Cunning | 72 (base 49) |
Resources
| Life | 1323/1323 |
| Positive | 95/141 |
| Stamina | 198/198 |
| Steam | 100/100 |
| Healing Factor | 1.5499999999999 |
| Regeneration | 12.787499999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 55.286009934143 |
| See Invisible | 53.286009934143 |
Offense: Barehand
| Damage | 155 |
| Accuracy | 74 |
| Crit Chance | 43% |
| APR | 66 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +15% |
| Lightning | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 74 (46.274970622797%) |
| Defense | 53 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 21 |
| Mental Save | 42 |
Defense: Resistances
| Lightning | + 32%( 70%) |
| Acid | + 46%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 41%( 70%) |
| Cold | + 10%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 89% |
Inscriptions (4/4)
| 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 131% efficiency and cooldown mod of 97%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 400 damage for 4 turns. Its effects scale with your Cunning 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 164% efficiency and cooldown mod of 57%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 396 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Chant of Fortitude |
| talent | Striking Stance |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 615. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 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 black mamba head. * You've found the needed hummerhorn wing. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. You have aided Marus of Elvala in creating an elixir of mastery. 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 giant spider spinneret. * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed mummified bone. * You've found the needed wretchling eyeball. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| On hands | voratun gauntlets 'Zihir' (0 def, 18 armour)1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Dex +5 Wil +9 Cun +5 Con dps ---------- Melee+ 15 physical Dmg.mod +10% physical Acc +10 (+2 eff.) Apr +15 Melee Ret 8 acid ----- def ----- Armour +18 Resists +2% physical HP.reg +3.80 Disarm- +50% ---------- misc Stam/turn +1.10 Psi/turn +0.40 Masteries +0.20 Technique/Grappling Unarmed combat: Power 137% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +10 Apr +23 Crit +13.0% Atk.spd 125% On Hit.r1 +8 blight +15 physical On Crit.r2 +15 physical On Hit: 10% Disarm 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Sand Breath 5 On Hit: 10% Second Wind 1 On Hit: * 20% chance to corrode armour by 30% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | hardened leather cap 'Blackslice' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +4% Res.pen +5% nature Melee Ret 4 nature On Hit (Melee): * Slows global speed by 15% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +20% darkness A cap made of leather. |
| Tool | Xybeth the Pyreravage (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +3 Cun +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Res.pen +20% temporal Acc +5 (+1 eff.) Apr +5 Melee Ret 4 fire ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +9% fire +5% physical ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Branedig the Glarefame0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% acid Melee Ret 8 acid On Hit (Melee): * 15% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Resists +21% acid +6% light HP.reg +3.30 Stun/Frz- +44% ---------- misc Light +3 Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | wanderer's stralite amulet of cunning (+7)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +8 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.90 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
| Main armor | Duathelbiter of the Blightspawn (3 def, 12 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Mind.pwr +8 (+4 eff.) On Melee Ret: * 25% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +8% Resists +29% lightning +15% physical +12% darkness +10% cold +10% fire +13% acid Poison- +20% Disarm- +20% Stun/Frz- +5% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | Aeralevena the Duathelspawner1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Str +5 Dex dps ---------- Crit.mult +6.00% Apr +2 Melee Ret 4 darkness ----- def ----- Armour +6 Resists +9% darkness Mind.save +11 (+4 eff.) ---------- misc Light +3 See.Stealth +16 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Erelyldir the Lightningking (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +10% lightning +15% acid Acc +5 (+1 eff.) Apr +6 On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Sparkbreaker the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +21 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Die.at -40.00 life Heal.mod +25% Create a temporary shield that absorbs 278 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 117% / cooldown 54%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 117% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
biting gale rune of the sneak (129 cold damage; freeze 3 turns with power 55)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 129.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 55 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (316 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 316.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Pain Suppressor Salve0.1 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
grounding gold amulet of dexterity (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +13% lightning Stun/Frz- +29% Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
psionicist's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+2 eff.) Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +8 (+3 eff.) Rings can have magical properties. |
cruel elven-wood magestaff of illumination (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+9 eff.) Dmg.mod +25% fire On Hit (Melee): * 9% chance to blind ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 14 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
chilling voratun dagger of massacre (157% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 157% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 cold Sharp, short and deadly. |
mighty voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Dmg.conv 34% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite shield of patience (10 def, 2 armour, 137 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane While equipped: dps ---------- Melee Ret 15 temporal ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +10% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (234) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
elven-silk robe of life (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +14% blight Max.HP +54.00 HP.reg +2.70 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
spiked rough leather armour of resilience (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +22.00 A suit of armour made of leather. |
spiked rough leather armour of temporal resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% temporal A suit of armour made of leather. |
prismatic cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% physical +10% light +12% darkness Phys.save +12 (+4 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +32.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
nimble drakeskin leather armour of the deep (9 def, 11 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +11 Defense +9 (+3 eff.) Rng.Def +16 (+5 eff.) Fatigue +8% Resists +9% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
prismatic stralite plate armour of fire resistance (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +21% fire +14% light +14% darkness A suit of armour made of metal plates. |
nightruned rough leather belt of resilience1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +5% darkness Max.HP +31.00 A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +7% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Fatigue -2% Resists +10% cold 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 of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +6 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ulfoleg (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +6 Lck dps ---------- Crit.mult +15.00% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +9% light Mind.save +30 (+10 eff.) Stealth +8 Heal/summ +40 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
insulating pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Resists +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Adovea' (6 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +2% Phys.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 95% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 101% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Unarmed combat: Power 110% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +5% acid Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +14.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Acid Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 24.57 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
bladed drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Apr +6 Melee Ret 6 physical ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 338.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
miner's iron helm of constitution (+3) (0 def, 5 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
63 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. |
73 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Galetaint the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning Melee Ret 4 lightning 8 mind ----- def ----- Resists +3% lightning Max.HP +40.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +7 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
bright alchemist's lamp1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +7% light Affinity +5% darkness Blind- +27% Confus- +13% ---------- misc Light +8 Infravis +4 See.Stealth +11 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+9 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.76 cold damage and 7.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
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. |
powerful pain suppressor salve [power 245] powerful pain suppressor salve [power 245]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 97% cooldown modifier. Let you fight up to -245 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 24] great water salve [power 24]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 97% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 27] amazing frost salve [power 27]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 97% cooldown modifier. Remove 3 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gilaroddarim (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Resists +5% arcane Spell.save +30 (+15 eff.) Cut- +10% Confus- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 252.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
iron torque of kinetic psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
warded steel torque of psychoportation [power 28] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +1 darkness Talents +1 Ward Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of kinetic psionic shield [power 125] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of psychoportation [power 55] (36 cooldown)2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 55) Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
quick ash wand of clairvoyance [power 9] (5 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cracklebreaker the drakeskin leather armour (16 def, 18 armour)9.0 T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +15 Cun +9 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% lightning +5% fire +25% mind Melee Ret 4 mind ----- def ----- Armour +18 Defense +16 (+5 eff.) Fatigue +8% Resists +20% light +24% temporal +20% darkness +6% mind Mind.save +50 (+17 eff.) A suit of armour made of leather. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mardyvon the Skeleton Brawler level 27
46th Regrowth 123rd year of Ascendancy at 15:18 see stats
Against all odds
Killed Ukruk in the ambush.By Mardyvon the Skeleton Brawler level 26
42nd Regrowth 123rd year of Ascendancy at 20:13 see stats
Arachnophobia
Destroyed the spydric menace.By Mardyvon the Skeleton Brawler level 31
75th Regrowth 123rd year of Ascendancy at 07:51 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Mardyvon the Skeleton Brawler level 38
37th Dusk 123rd year of Ascendancy at 07:29 see stats
Brave new world
Went to the Far East and took part in the war.By Mardyvon the Skeleton Brawler level 31
72nd Regrowth 123rd year of Ascendancy at 04:05 see stats
Bringer of Doom
Killed a Bringer of Doom.By Mardyvon the Skeleton Brawler level 16
43rd Haze 122nd year of Ascendancy at 09:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mardyvon the Skeleton Brawler level 13
71st Dusk 122nd year of Ascendancy at 10:19 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Mardyvon the Skeleton Brawler level 29
67th Regrowth 123rd year of Ascendancy at 00:21 see stats
Destroyer of the creation
Killed Slasul.By Mardyvon the Skeleton Brawler level 32
12nd Pyre 123rd year of Ascendancy at 00:58 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mardyvon the Skeleton Brawler level 29
67th Regrowth 123rd year of Ascendancy at 14:22 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Mardyvon the Skeleton Brawler level 33
19th Pyre 123rd year of Ascendancy at 10:11 see stats
Exterminator
Killed 1000 creatures.By Mardyvon the Skeleton Brawler level 15
38th Haze 122nd year of Ascendancy at 15:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mardyvon the Skeleton Brawler level 22
22nd Regrowth 123rd year of Ascendancy at 14:17 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Mardyvon the Skeleton Brawler level 32
11st Pyre 123rd year of Ascendancy at 17:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mardyvon the Skeleton Brawler level 21
8th Allure 123rd year of Ascendancy at 07:55 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Mardyvon the Skeleton Brawler level 34
66th Pyre 123rd year of Ascendancy at 08:02 see stats
Level 10
Got a character to level 10.By Mardyvon the Skeleton Brawler level 10
10th Flare 122nd year of Ascendancy at 21:57 see stats
Level 20
Got a character to level 20.By Mardyvon the Skeleton Brawler level 20
8th Decay 122nd year of Ascendancy at 15:06 see stats
Level 30
Got a character to level 30.By Mardyvon the Skeleton Brawler level 30
67th Regrowth 123rd year of Ascendancy at 14:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mardyvon the Skeleton Brawler level 12
49th Dusk 122nd year of Ascendancy at 16:06 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mardyvon the Skeleton Brawler level 28
56th Regrowth 123rd year of Ascendancy at 10:46 see stats
Size is everything
Did over 1500 damage in one attack.By Mardyvon the Skeleton Brawler level 32
12nd Pyre 123rd year of Ascendancy at 00:58 see stats
Size matters
Did over 600 damage in one attack.By Mardyvon the Skeleton Brawler level 24
36th Regrowth 123rd year of Ascendancy at 15:05 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mardyvon the Skeleton Brawler level 30
67th Regrowth 123rd year of Ascendancy at 17:03 see stats
The Arena
Unlocked Arena mode.By Mardyvon the Skeleton Brawler level 8
1st Flare 122nd year of Ascendancy at 02:47 see stats
The secret city
Discovered the truth about mages.By Mardyvon the Skeleton Brawler level 11
18th Dusk 122nd year of Ascendancy at 02:38 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Mardyvon the Skeleton Brawler level 33
57th Pyre 123rd year of Ascendancy at 09:23 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mardyvon the Skeleton Brawler level 22
24th Regrowth 123rd year of Ascendancy at 19:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mardyvon the Skeleton Brawler level 15
39th Haze 122nd year of Ascendancy at 16:00 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mardyvon the Skeleton Brawler level 26
41st Regrowth 123rd year of Ascendancy at 19:47 see stats
Log
Mardyvon picks up ( .): 73 alchemist bloodstone.
Mardyvon picks up (u.): elven-silk robe of life (5 def, 0 armour).
Mardyvon picks up (q.): cruel elven-wood magestaff of illumination (129% power, 5 apr, fire element).
Mardyvon stops burning.
Talent Haymaker is ready to use.
Talent Clinch is ready to use.
Mardyvon aims less carefully.
Talent Flurry of Fists is ready to use.
Talent Uppercut is ready to use.
Talent Axe Kick is ready to use.
Talent Touch of Death is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Quest 'Back and there again' is done! (Press 'j' to see the quest log)
Personal New Achievement: Back and there again!
Talent Rush is ready to use.
Mardyvon deactivates Striking Stance.
Mardyvon deactivates Trained Reactions.
Mardyvon deactivates Exploit Weakness.
Mardyvon deactivates Chant of Fortitude.


















































































































































