








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". 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: (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.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Easy Map 1.4.0This 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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. 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 41 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Vorath the ruin banshee at level 31 on the 60th Haze 122nd year of Ascendancy at 00:10 3 / 4Killed by multi-hued drake at level 33 on the 65th Haze 122nd year of Ascendancy at 02:39 Killed by Ivanor the corrupted protosentient globula at level 34 on the 67th Haze 122nd year of Ascendancy at 18:51 Killed by war hound at level 41 on the 27th Regrowth 123rd year of Ascendancy at 01:51 |
Primary Stats
| Strength | 58 (base 45) |
| Dexterity | 71 (base 60) |
| Constitution | 40 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 84 (base 60) |
Resources
| Psi | 115/115 |
| Life | 1166/1166 |
| Positive | 0/170 |
| Stamina | 298/298 |
| Steam | 100/100 |
| Healing Factor | 1.4142857142856 |
| Regeneration | 25.952142857141 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +10% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 41.852263939808 |
| See Invisible | 50.852263939808 |
Offense: Barehand
| Damage | 131 |
| Accuracy | 55 |
| Crit Chance | 32% |
| APR | 17 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 23% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 29% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +15% |
| Physical | +35% |
| Nature | +3% |
| All | +0% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +20% |
| Lightning | +10% |
| Physical | +23% |
| Mind | +40% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23 (46.274970622797%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 21 |
| Mental Save | 57 |
Defense: Resistances
| Lightning | 37%( 70%) |
| Light | 18%( 70%) |
| Nature | 24%( 70%) |
| Blight | 21%( 70%) |
| Physical | 11%( 70%) |
| Acid | 19%( 70%) |
| All | 10%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Poison Resistance | 70% |
| Blind Resistance | 0% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
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 166% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 189% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 42% chance to get an automatic counter attack when avoiding a melee attack. (2.1 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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
Escort the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+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. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 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&LIGHT_GREEN | 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. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed faerlhing fang. * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. * You&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.& | 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 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 |
Till the Blood Runs Clear | 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 | pair of hardened leather boots &039; (0 def, 9 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% light +12% physical Res.pen +10% physical ----- def ----- Armour +9 Fatigue +3% Resists +9% light +1% physical Phys.save +9 (+3 eff.) Die.at -40.00 life Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Infravis +1 A pair of boots made of leather. |
| On hands | voratun gauntlets &039; (0 def, 9 armour) 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con dps ---------- Melee+ 15 acid Dmg.mod +9% acid Res.pen +15% mind ----- def ----- Armour +9 Resists +10% acid Phys.save +30 (+10 eff.) Spell.save +10 (+5 eff.) Mind.save +24 (+6 eff.) Max.HP +80.00 HP.reg +4.00 Disarm- +144% ---------- misc Stam/turn +2.00 Max.stam +40.00 Talents +5 Iron Grip Unarmed combat: Power 150% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +9 Apr +15 Crit +10.0% Atk.spd 125% Melee+ +32 light +28 physical On Hit.r1 +8 lightning On Crit.r2 +12 acid On Hit: 10% Acid Breath 5 On Hit: 10% Slumber 5 On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 On Hit: * 40% chance to cause random gloom * 20% chance to daze at end of turn Juggernaut: (Instant) Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Boltsting the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +10 Cun +4 Con dps ---------- Crit.mult +3.00% Dmg.mod +9% physical ----- def ----- Armour +1 Fatigue +1% Mind.save +15 (+4 eff.) Heal.mod +10% Silence- +0% A cap made of leather. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Lisivena the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +3 Wil +5 Cun dps ---------- Melee+ 10 bleed Ranged+ 11 bleed Dmg.mod +6% acid Res.pen +20% acid On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Fatigue -10% ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | 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. |
| Around neck | Sileriamina the Rainsin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% nature Res.pen +5% nature +10% light ----- def ----- Fatigue -5% Resists +3% nature HP.reg +0.40 Heal.mod +10% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | Emymira the cured leather armour (2 def, 4 armour) 9.0 T2 light armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Acc +2 (+0 eff.) Apr +2 ----- def ----- Armour +4 Hardiness +0% Defense +2 (+1 eff.) Fatigue +7% Resists +12% nature +12% blight D.Red.from +9% Unnatural Phys.save +3 (+1 eff.) Max.HP +60.00 HP.reg +13.70 Poison- +70% Disease- +70% Cut- +70% ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
| Light source | Kindlecrypt the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% light On Hit (Melee): * 15% chance to blind ---------- misc Light +8 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. |
| Cloak | Berantir the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +1 Dex +4 Wil +2 Cun +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning Phys.save +7 (+3 eff.) Mind.save +16 (+4 eff.) Die.at -50.00 life Stun/Frz- +50% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Anydir the Airrage 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +6% Dmg.mod +14% physical Res.pen +10% lightning +13% physical +25% mind ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Psi/ret +0.16 Hate/m.crit +3.00 A belt that goes around your waist. |
Inventory
medical injector implant of the duelist (efficiency 156% / cooldown 56%)0.1 T1 implant scroll [Ego] 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 156% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 146% / cooldown 64%)0.1 T1 implant scroll [Ego] 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 146% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 122% / cooldown 54%)0.1 T1 implant scroll [Ego] 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 122% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 163% / cooldown 86%)0.1 T1 implant scroll [Ego] 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 163% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 184% / cooldown 99%)0.1 T1 implant scroll [Ego] 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 184% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 192)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 192 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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 duelist (heal 479 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 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Dexterity 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 sneak (heal 462 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 462 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 27%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (763% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 763% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (779% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 779% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 610 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 610 damage for 5 turns. 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. |
Rune of Reflection (absorb and reflect 165 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Lustrezeal0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +9% light Res.pen +15% acid On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% acid Heal.mod +13% Cut- +50% ---------- misc Light +2 Heal: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 226 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Shineshaper0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +5 Mag +3 Wil +2 Con ---------- misc Light +1 Infravis +3 Amulets can have magical properties. |
copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
Coalstreaker0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +13% temporal +11% cold +12% fire +9% physical Pinning- +21% Knockbk- +22% ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
steel amulet &039;0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Heal.mod +15% ---------- misc Infravis +3 Masteries +0.22 Technique/Combat techniques Amulets can have magical properties. |
Chamegrim the Carrionbait0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag +3 Cun +4 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Phys.save +12 (+4 eff.) Max.HP +47.00 HP.reg +1.60 ---------- misc Infravis +2 Amulets can have magical properties. |
Gligatha the Earthsaw0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +12% mind Melee Ret 8 arcane 20 nature ----- def ----- Fatigue -8% Resists +9% nature +5% arcane HP.reg +1.10 ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
Korerion0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +8 Cun +8 Con dps ---------- Mov.spd +10% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -7% Resists +9% acid HP.reg +1.00 Heal.mod +35% ---------- misc Stam/turn +1.50 Amulets can have magical properties. |
gold amulet &039;0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Res.pen +10% blight ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue -6% Resists +16% mind +3% blight Res.Cap +4% all Phys.save +27 (+9 eff.) Max.HP +41.00 HP.reg +1.40 Confus- +25% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
wanderer&0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +8 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.50 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Mardidor the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +12% mind +22% fire Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Spell.save +20 (+10 eff.) Blind- +20% Knockbk- +20% Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
mule&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Fatigue -5% Resists +10% temporal ---------- misc Max.enc +22 Rings can have magical properties. |
warrior&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
warrior&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +22% ---------- misc Infravis +3 See.Stealth +8 See.Invis +5 Rings can have magical properties. |
Flashsting the steel ring0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% cold +11% fire Res.pen +5% lightning +5% mind ----- def ----- Resists +7% nature +5% blight +22% cold +6% mind +22% fire Poison- +11% Disease- +11% Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 29 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 23 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn& |
conjurer&0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 7 bleed Ranged+ 5 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 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. |
pixie&0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +2 Mag dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 7 bleed Ranged+ 6 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 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. |
steel ring &039;0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +3% nature +3% darkness Max.HP +22.00 Disarm- +24% Pinning- +28% Knockbk- +24% Rings can have magical properties. |
Earuderin0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +15% acid +9% mind Res.pen +25% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +21% acid Spell.save +14 (+7 eff.) Rings can have magical properties. |
Galizilachak the Strikequake0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +15% lightning Res.pen +10% lightning Acc +16 (+5 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Resists +3% lightning Disengage: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Urthoyadig0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Fatigue -5% Resists +6% acid +5% arcane +9% blight Max.HP +25.00 Disarm- +30% Pinning- +20% Knockbk- +26% ---------- misc Max.enc +23 Rings can have magical properties. |
gold ring &039;0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- S.pwr/crit +4 Melee+ 34 light Ranged+ 38 light Dmg.mod +9% arcane Phasing +40% On Hit (Melee): * 24% chance to blind On Hit (Ranged): * 16% chance to blind ----- def ----- Resists +12% mind ---------- misc Mana/turn +0.20 Mana/s.crit +3.00 Max.vim +40.00 Rings can have magical properties. |
gold ring of lightning (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. |
sneakthief&0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +14 (+4 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
wizard&0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +14% arcane Spell.save +12 (+6 eff.) Rings can have magical properties. |
Getudorain the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +33% darkness Acc +10 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +66% darkness ---------- misc Max.stam +10.00 Rings can have magical properties. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
rough leather armour of alacrity (1 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Yvana (9 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +14 (+5 eff.) Mov.spd +20% Dmg.mod +6% arcane Melee Ret 13 physical ----- def ----- Armour +4 Defense +9 (+3 eff.) Rng.Def +7 (+2 eff.) Fatigue +7% Mind.save +16 (+4 eff.) 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. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Flashdream1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% light ----- def ----- Resists +6% fire +6% mind +5% cold ---------- misc Light +2 A belt that goes around your waist. |
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. |
Glittertyphoon1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Res.pen +10% light ----- def ----- Fatigue +0% Resists +3% mind +20% light Stealth +6 ---------- misc T.Disarm +7 Max.enc +0 Infravis +3 A belt that goes around your waist. |
Shadowquarry the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% nature +6% darkness Res.pen +10% darkness Melee Ret 4 darkness 20 nature On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue +0% Resists +7% fire +7% cold Spell.save +5 (+3 eff.) HP.reg +1.90 Heal.mod +16% ---------- misc Max.enc +0 Size +1 A belt that goes around your waist. |
hardened leather belt &039;1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% light Res.pen +25% light ----- def ----- Resists +12% light +9% lightning Phys.save +7 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Elemikira the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +5 Cun +5 Con ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +12% blight Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life HP.reg +1.00 Heal.mod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getodil the Blindqueller (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +15% physical Res.pen +20% light Melee Ret 8 physical ----- def ----- Armour +7 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
Porolethra the pair of rough leather boots (9 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Melee Ret 4 physical ----- def ----- Armour +1 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Light +3 A pair of boots made of leather. |
pair of hardened leather boots &039; (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Res.pen +15% darkness +13% temporal ----- def ----- Armour +3 Fatigue +3% Resists +16% temporal +16% darkness +3% physical +7% fire +6% mind +8% cold Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Def/telep +10 Res/telep +13% Dur/telep +16% A pair of boots made of leather. |
hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Unarmed combat: Power 115% 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% Melee+ +7 arcane On Crit.r2 +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dispersion (0 def, 1 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Melee+ 4 arcane ----- def ----- Armour +1 Resists +3% arcane Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Melee+ +5 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+8 eff.) ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Apr +18 Crit +12.0% Atk.spd 125% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 138.00 arcane damage and stunned). Uses 72 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
elven-silk wizard hat &039; (3 def, 4 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +6 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +14% blight +9% lightning Res.pen +20% lightning +5% acid On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +14% blight +3% acid Stone Wall: Puts all charms on 58 cooldown Level 1.0 Pwr.cost 58 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 42.80 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Porarelle (0 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Crit.mult +6.00% Mind.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +5 Fatigue -5% A cap made of leather. |
Emyrin (0 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +10% blight +10% arcane Phasing +20% ----- def ----- Armour +3 Fatigue +3% Phys.save +17 (+6 eff.) Spell.save +12 (+6 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +20.00 A hat made of leather. Very stylish. |
Olydravor (6 def, 5 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +13 Dex ----- def ----- Armour +5 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Resists +15% light +34% darkness Blind- +20% Knockbk- +10% ---------- misc Mana/s.crit +3.00 Infravis +5 A cap made of leather. |
Unlightspar of the Blightspawn (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats -10 Str +10 Mag +7 Wil +7 Cun dps ---------- Mind.crit +3% Spell.pwr +6 (+3 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +17% mind +6% arcane Phasing +10% ----- def ----- Defense +3 (+1 eff.) Resists +10% lightning +7% temporal +10% mind Phys.save +13 (+5 eff.) Spell.save +3 (+2 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.psi +33.00 Max.vim +30.00 A pointy cloth hat, very wizardly... |
Blazestalker (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +1% physical HP.reg +0.40 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinynne (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starwalker (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 12 mind ----- def ----- Armour +5 Fatigue +5% Resists +12% mind ---------- misc Light +2 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm &039; (0 def, 9 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Armour +9 Fatigue +5% Resists +5% arcane Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm &039; (6 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% light ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +18% light +4% all Phys.save +8 (+3 eff.) Mind.save +30 (+8 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
6 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. |
9 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. |
2 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. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
4 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. |
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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
8 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. |
5 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. |
5 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. |
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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold 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 22 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. |
1247 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. |
watchleader&2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +12% ---------- misc Light +6 See.Stealth +5 See.Invis +5 Track: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. 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 dwarven lantern of the sun1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +10% darkness Affinity +5% light Disease- +15% ---------- misc Light +10 Sun Flare: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 7.98 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. It was changed by the digestive sack. |
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. |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 35] great frost salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 432] great pain suppressor salve [power 432]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 52% cooldown modifier. Let you fight up to -432 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 40] amazing fiery salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 52% cooldown modifier. Remove 3 magical effects and grants a fiery aura (40% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 576] amazing healing salve [power 576]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 52% cooldown modifier. Heal 576 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing water salve [power 40] amazing water salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
Isasera (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Crit.mult +12.00% Apr +6 ----- def ----- Armour +8 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 cooldown Level 4.4 Pwr.cost 19 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Wil dps ---------- Phys.crit +10.0% Mind.crit +10% Res.pen +42% physical Melee Ret 16 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as &039; and &039; |
Prox&2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
quick dwarven-steel torque of psychoportation [power 30] (16 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 30) Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 233] (6 cooldown)2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 7 beam dealing 116.50 to 233.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Singeoath [power 14] (5 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% fire Melee Ret 4 fire ---------- misc Infravis +3 Talents +4 Strike +8 Volcano Cooldown Strike -1 Volcano -4 Reveal the area around you, dispelling darkness (radius 14, power 42 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By YaMaBra the Cornac Brawler level 39
4th Decay 122nd year of Ascendancy at 03:52 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By YaMaBra the Cornac Brawler level 38
2nd Decay 122nd year of Ascendancy at 08:45 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By YaMaBra the Cornac Brawler level 30
56th Haze 122nd year of Ascendancy at 07:14 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By YaMaBra the Cornac Brawler level 20
17th Haze 122nd year of Ascendancy at 15:19 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By YaMaBra the Cornac Brawler level 37
80th Haze 122nd year of Ascendancy at 16:36 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By YaMaBra the Cornac Brawler level 24
35th Haze 122nd year of Ascendancy at 01:15 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By YaMaBra the Cornac Brawler level 26
46th Haze 122nd year of Ascendancy at 13:42 see stats
Home sweet home (Insane (Adventure) difficulty)
38th Haze 122nd year of Ascendancy at 10:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By YaMaBra the Cornac Brawler level 10
10th Flare 122nd year of Ascendancy at 05:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By YaMaBra the Cornac Brawler level 20
73rd Dusk 122nd year of Ascendancy at 07:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By YaMaBra the Cornac Brawler level 30
55th Haze 122nd year of Ascendancy at 01:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By YaMaBra the Cornac Brawler level 40
8th Regrowth 123rd year of Ascendancy at 04:18 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By YaMaBra the Cornac Brawler level 18
31st Dusk 122nd year of Ascendancy at 08:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By YaMaBra the Cornac Brawler level 26
46th Haze 122nd year of Ascendancy at 13:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By YaMaBra the Cornac Brawler level 11
1st Dusk 122nd year of Ascendancy at 04:15 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By YaMaBra the Cornac Brawler level 7
6th Mirth 122nd year of Ascendancy at 05:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By YaMaBra the Cornac Brawler level 28
47th Haze 122nd year of Ascendancy at 22:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By YaMaBra the Cornac Brawler level 16
10th Dusk 122nd year of Ascendancy at 17:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By YaMaBra the Cornac Brawler level 37
80th Haze 122nd year of Ascendancy at 21:14 see stats
Log
You gain 8.00 gold from the melting of 2 schematic: Kinetic Stabiliser.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 6.00 gold from the melting of schematic: Flash Powder.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Explosive Shell.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Corrosive Shell.
You gain 3.40 gold from the melting of invisibility rune of the warrior (power 14 for 9 turns).
You gain 2.90 gold from the melting of invisibility rune (power 11 for 7 turns).
You gain 0.57 gold from the melting of teleportation rune (range 52).
You gain 2.08 gold from the melting of heat beam rune of the titan (189 fire damage).
You gain 2.35 gold from the melting of phase door rune (range 12; power 25; dur 4).
You gain 1.21 gold from the melting of manasurge rune of the sneak (1783% regen over 10 turns; 89 instant mana).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 2.32 gold from the melting of movement infusion of the warrior (681% speed; 6 turns).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.50 gold from the melting of wild infusion of the sneak (resist 25%; cure magical).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.00 gold from the melting of wild infusion (resist 18%; cure physical).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.15 gold from the melting of sun infusion of the psychic (rad 7; power 36; turns 3; dispels darkness).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.06 gold from the melting of healing infusion of the titan (heal 117).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.71 gold from the melting of healing infusion (heal 71).
There is a previous level here (press &039; or right click to use).
Accepted quest &039;! (Press &039; to see the quest log)
Saving game...
Saving done.
YaMaBra deactivates Striking Stance.




































































































































