











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Healthbar Top 1.7.6Makes the actor healthbars on top. improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Wanderer |
| Level / Exp | 21 / 57% |
| Size | big |
| Lifes / Deaths | Killed by Aeralle the large white snake at level 21 on the 16th Dusk 122nd year of Ascendancy at 11:41 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 37 (base 26) |
| Dexterity | 25 (base 22) |
| Constitution | 26 (base 16) |
| Magic | 16 (base 14) |
| Willpower | 65 (base 48) |
| Cunning | 53 (base 48) |
Resources
| Life | -139/684 |
| Psi | 129/155 |
| Stamina | 308/308 |
| Equilibrium | 65 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 13.862818162319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 46 |
| Crit Chance | 26% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 46 |
| Crit Chance | 28% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +3% |
| Light | +6% |
| Nature | +3% |
| Blight | +3% |
| Physical | +19% |
| Fire | +9% |
| All | +0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +10% |
| Blight | +5% |
| Physical | +37% |
| Darkness | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 57.294677480404 (61.385203934449%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 17 |
| Physical Save | 33 |
| Spell Save | 44 |
| Mental Save | 48 |
Defense: Resistances
| Acid | 28%( 70%) |
| Arcane | 10%( 70%) |
| Cold | 49%( 70%) |
| All | 0%( 70%) |
| Lightning | 17%( 70%) |
| Light | 18%( 70%) |
| Temporal | 12%( 70%) |
| Physical | 7%( 70%) |
| Darkness | 24%( 70%) |
| Mind | 3%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 78% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Rift | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
Escort: lost defiler (level 1 of Old Forest) | failed |
Escort: lost defiler (level 2 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
| Psionic focus | stralite greatmaul &039; (70-104 power, 3 apr)5.0 T4 greatmaul 1H weapon [Random Unique] Arcane/Master Power 69.5 - 104.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +10% light Phasing +30% ----- def ----- Resists +6% light Spell.save +6 (+2 eff.) ---------- misc Max.vim +10.00 Massive two-handed mauls. |
| On hands | Aniregodar the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +3% mind +4% physical ----- def ----- Armour +7 Resists +6% light +6% darkness Spell.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist&039;Islimira&1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +12% temporal Crit.chn- 15.00% Max.HP +51.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gludath the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +1% physical HP.reg +4.00 Disarm- +10% Teleport- +20% ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Hellmaim (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Str +6 Wil +4 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% fire Res.pen +7% physical Melee Ret 10 fire ----- def ----- Armour +4 Fatigue +3% Resists +9% acid Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | iron pickaxe &039; (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +5% arcane +6% physical Spell.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring &039;0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% acid ----- def ----- Resists +3% acid +3% mind +9% darkness HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | savior&0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | Sulfurwitch0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Die.at -20.00 life ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | Rotcast the steel mace (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 nature On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% nature +3% blight Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 Blunt and deadly. |
| Around waist | Unlighthunger the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% light Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% light +9% darkness Mind.save +7 (+3 eff.) Max.HP +53.00 A belt that goes around your waist. |
| In off hand | Samydunadohir (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +11% Living While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% physical Res.pen +20% physical ----- def ----- Armour +8 Spell.save +6 (+2 eff.) Sharp, long, and deadly. |
| Cloak | Arelaith (1 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +9% physical Res.pen +10% physical Apr +2 ----- def ----- Armour +8 Defense +1 (+0 eff.) Phys.save +6 (+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. |
| Main armor | Betena the steel mail armour (10 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +1% Dmg.mod +6% mind ----- def ----- Armour +9 Defense +10 (+5 eff.) Fatigue +12% Resists +17% lightning +5% arcane +16% acid Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of mail. |
Inventory
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 117; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the titan (speed 581%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 277; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 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 nature talent. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring &039;0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Cun +5 Con dps ---------- Mind.crit +1% Phys.pwr +7 (+3 eff.) Dmg.mod +6% arcane +15% mind ----- def ----- Resists +3% mind ---------- misc Max.psi +10.00 Rings make your fingers look great! |
marksman&0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+2 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Arcprophet (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +4 lightning While equipped: Stats +3 Cun +1 Dex dps ---------- Res.pen +5% lightning Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
flaming iron greatmaul of the mystic (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +9 (+6 eff.) Massive two-handed mauls. |
Blizzardlore the iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +12 lightning While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% cold Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +12% cold Disarm- +34% ---------- misc Stam/turn +3.00 Massive two-handed swords. |
dwarven-steel greatsword of amnesia (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
iron greatsword (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Blazefist the steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 mind +8 fire On Crit.r2 +8 fire On Hit: * 16% chance to reduce all saves and defense by 28 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Phys.crit +6.0% ----- def ----- Resists +9% acid +7% lightning +8% fire +8% cold +2% all Spell.save +6 (+2 eff.) Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace &039; (20-28 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Dmg.mod +9% darkness Res.pen +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 23% Blunt and deadly. |
iron mace of erosion (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature Blunt and deadly. |
Gorytogar the Glarepulverizer (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +8 (+3 eff.) Spell.pwr +13 (+8 eff.) Dmg.mod +15% darkness +9% light Acc +6 (+2 eff.) ----- def ----- Resists +12% nature Mind.save +12 (+4 eff.) Disarm- +20% Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chillwrest (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 cold +4 fire +12 nature On Crit.r2 +8 cold On Hit: * 20% chance to slow global speed by 55% While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +3% fire One-handed war axes. |
Mighty Girdle1.0 T1 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. |
rough leather belt &039;1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Res.pen +5% lightning +15% mind ----- def ----- Defense +8 (+4 eff.) Stealth +7 A belt that goes around your waist. |
rough leather belt &039;1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Con ----- def ----- Armour +7 Defense +7 (+3 eff.) Phys.save +11 (+6 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Blazewinter (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +6% light ----- def ----- Defense +2 (+1 eff.) Resists +9% light ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenynaridrahek the Lightbolt (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +1 Dex dps ---------- Spell.crit +4% Mind.crit +3% Dmg.mod +3% light ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% mind Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adetira (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +8 Con dps ---------- Res.pen +20% mind ----- def ----- Armour +4 Fatigue -4% Phys.save +8 (+4 eff.) Die.at -40.00 life ---------- misc Max.enc +31 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (102 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
Earthknight (2 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% Resists +3% nature Die.at -20.00 life Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Ravenworth the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Armour +3 Fatigue +2% Resists +18% darkness Phys.save +12 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of iron boots &039; (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Res.pen +20% acid Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness ---------- misc Light +1 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Isadarin (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Phys.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
mindcaging rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +10% mind Mind.save +11 (+4 eff.) Confus- +22% A hat made of leather. Very stylish. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Tarryrab the quiver of ash arrows (20/20, 21-29 power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Ranged+ +21 lightning +20 mind On Hit.r1 +20 mind On Crit.r2 +11 lightning +20 mind Arrows are used with bows to pierce your foes to death. |
3 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. |
212 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. |
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 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. |
2 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glorawe2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +5% acid +10% mind ---------- misc Max.hate +4.00 Light +6 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher&[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& |
3 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. |
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. |
4 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By KRG49 the Krog Wanderer level 10
7th Mirth 122nd year of Ascendancy at 12:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By KRG49 the Krog Wanderer level 20
12nd Dusk 122nd year of Ascendancy at 05:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By KRG49 the Krog Wanderer level 5
77th Pyre 122nd year of Ascendancy at 18:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By KRG49 the Krog Wanderer level 20
13rd Dusk 122nd year of Ascendancy at 20:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By KRG49 the Krog Wanderer level 14
3rd Summertide 122nd year of Ascendancy at 01:06 see stats
Log
Aeralle the large white snake has recovered!
Aeralle the large white snake raises their leg and snaps it downward in a devastating axe kick.
KRG49&039;t quite working right!
Aeralle the large white snake hits KRG49 for (156 resonance), 156 physical, (2 antimagic), 0 nature, (1 antimagic), 0 nature (156 total damage).
Melee retaliation hits Aeralle the large white snake for (10 flat reduction), 0 fire (0 total damage).
KRG49 fails to use Realign.
Aeralle the large white snake slows down.
Crippling Poison from Aeralle the large white snake hits KRG49 for (11 antimagic), 0 nature (0 total damage).
Poison from Aeralle the large white snake hits KRG49 for (3 antimagic), 0 nature (0 total damage).
KRG49&WHITELASTWHITELASTWHITELASTWHITELAST1133F3LAST1133F3LASTROYAL_BLUELASTROYAL_BLUELAST102 total damage).
KRG49 receives 10 healing.
Aeralle the large white snake speeds up.
Aeralle the large white snake has recovered!
Aeralle the large white snake throws a finishing uppercut.
Your resonance field crumbles under the damage!
The psychic field around KRG49 crumbles.
KRG49 resists the stun!
Aeralle the large white snake hits KRG49 for (22 parried), (127 resonance), 183 physical, (3 antimagic), 0 nature, (1 antimagic), 0 nature (183 total damage).
Melee retaliation hits Aeralle the large white snake for (10 flat reduction), 0 fire (0 total damage).
KRG49 fails to use Waking Nightmare.
Crippling Poison from Aeralle the large white snake hits KRG49 for (13 antimagic), 0 nature (0 total damage).
Poison from Aeralle the large white snake hits KRG49 for (4 antimagic), 0 nature (0 total damage).
KRG49&WHITELASTWHITELASTWHITELASTWHITELAST1133F3LAST1133F3LAST145 total damage).
KRG49 receives 10 healing.
Aeralle the large white snake lashes out with a flurry of fists.
Aeralle the large white snake hits KRG49 for (22 parried), 174 physical, (3 antimagic), 0 nature, (1 antimagic), 0 nature, (22 parried), 123 physical, (22 parried) (297 total damage).
Melee retaliation hits Aeralle the large white snake for (10 flat reduction), 0 fire, (10 flat reduction), 0 fire, (10 flat reduction), 0 fire (0 total damage).
KRG49 the level 21 krog wanderer was hacked apart to death by Aeralle the large white snake on level 2 of Old Forest.




























































































































