

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows 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. 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 26 / 26% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 49 (base 28) |
| Constitution | 25 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 77 (base 57) |
| Cunning | 57.8 (base 35) |
Resources
| Life | 507/507 |
| Steam | 93/100 |
| Equilibrium | 30 |
| Psi | 152/152 |
| Healing Factor | 1.2945178243369 |
| Regeneration | 10.032513138611 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 58 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 66 |
| Crit Chance | 21% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Lightning | +10% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Lightning | +9% |
Defense: Base
| Armour (hardiness) | 25 (53.292302510663%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 29 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 66%( 70%) |
| All | + 36%( 70%) |
| Darkness | + 40%( 70%) |
| Temporal | + 40%( 70%) |
| Mind | + 45%( 70%) |
| Fire | + 67%( 70%) |
| Lightning | + 56%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Confusion Resistance | 24% |
| Poison Resistance | 40% |
| Disarm Resistance | 81% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 167% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| talent | Gestalt |
| talent | Mechanical Arms |
| talent | Antimagic Shield |
| beneficial effect | The target is surrounded by a psionic shield, absorbing 96/96 damage before it crumbles. Psionic Damage Shield |
| beneficial effect | Steampower increased by 19. Gestalt |
| beneficial effect | You gain 36% resistance against fire and cold. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Liseyassra the crimson crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within7 lumberjacks have died. | 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 | Urulach (0 def, 4 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Cun +5 Con dps ---------- Phys.crit +2.0% Res.pen +15% mind ----- def ----- Armour +4 Phys.save +11 (+5 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Max.psi +10.00 Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots 'Umbragrinder' (18/19, 34-40 power, 3 apr) 3.0 T3 shot ammo [Rare] Master Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +5.0% Capacity 19 Ranged+ +12 light On Hit.r1 +8 light +16 lightning On Crit.r2 +16 lightning On Hit: * 20% chance to reduce damage dealt by 27% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Tarrivor2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +1 Mag +5 Wil dps ---------- Dmg.mod +5% mind Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Crit.chn- 15.00% ---------- 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. |
| On head | Winterdream the rough leather cap (6 def, 2 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Cun +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Dmg.mod +3% cold ----- def ----- Armour +2 Defense +6 (+1 eff.) Fatigue +1% Phys.save +13 (+5 eff.) Mind.save +7 (+3 eff.) Die.at -60.00 life A cap made of leather. |
| On hands | Nimbusrigor (10 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Dmg.mod +3% lightning ----- def ----- Armour +1 Defense +10 (+2 eff.) HP.reg +2.00 Disarm- +60% ---------- misc Stam/turn +1.60 Max.stam +42.00 Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +10 (+2 eff.) Apr +7 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Glyba the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex ----- def ----- Resists +14% mind +7% physical Confus- +24% ---------- misc Stam/turn +0.30 Mana/turn +0.08 Max.vim +50.00 Amulets make your neck look great! |
| In main hand | Neryna 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 30 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Str +3 Dex +5 Mag dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Resists +9% acid +9% fire +6% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Veluth'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +6% lightning +6% temporal Die.at -20.00 life Max.HP +20.00 Stun/Frz- +10% ---------- misc Infravis +3 A belt that goes around your waist. |
| In off hand | Gloruvea the thorny mindstar (8-9 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 33 damage and reducing their armor While equipped: Stats +3 Str +3 Dex +2 Mag +7 Wil +3 Cun +3 Con dps ---------- Mind.crit +8% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning Dmg.mod +7% lightning Res.pen +9% lightning ----- def ----- Defense +15 (+3 eff.) Resists +7% lightning +3% fire Spell.save +4 (+2 eff.) Die.at -60.00 life Heal.mod +5% Cut- +20% ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Salyvena (19 def, 12 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +5 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +12 Defense +19 (+4 eff.) Resists +18% lightning +11% cold Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +40.00 HP.reg +5.50 Heal.mod +12% Poison- +40% Disease- +40% Cut- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the psychic (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the duelist (heal 238; 12 cd)0.1 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 238 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 nature talent. |
wild infusion of the sneak (res 29%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; lightning, physical, blight, cold, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 4 blight, 5 cold, 5 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing steel amulet of mastery (0.10 Steamtech / Chemistry)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +27% Disease- +20% ---------- misc Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
copper amulet 'Healwinnow'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck dps ---------- Dmg.mod +15% darkness Res.pen +25% nature Acc +8 (+2 eff.) Melee Ret 4 nature 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +6 (+1 eff.) Unseen.red 12% Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.10 Psionic / Psionic fog)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +20% ---------- misc Masteries +0.10 Psionic/Psionic fog Amulets make your neck look great! |
starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +10% darkness Blind- +23% Amulets make your neck look great! |
Arcbiter the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- Crit.mult +10.00% Dmg.mod +15% mind Melee Ret 10 lightning ----- def ----- Armour +10 ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Olehor0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +5 Mag dps ---------- Mind.crit +3% Phys.pwr +22 (+7 eff.) Spell.pwr +27 (+14 eff.) Mind.pwr +27 (+8 eff.) Dmg.mod +21% mind +7% all ----- def ----- Spell.save +3 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Tarrastir0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +1 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature +6% blight Crit.chn- 5.00% Poison- +11% Disease- +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 See.Invis +9 Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
mule's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Fatigue -4% Resists +20% nature ---------- misc Max.enc +21 Rings make your fingers look great! |
Chargetickler (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +6% lightning +15% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed battleaxes. |
Phlegmcast the steel battleaxe (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +20 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% cold Res.pen +10% physical ----- def ----- Resists +6% mind +21% cold Disarm- +22% Massive two-handed battleaxes. |
Hettuzilahek the steel dagger (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 11 * Create an explosion dealing 24 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% mind +10% fire Res.pen +5% mind +8% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Disease- +12% Sharp, short and deadly. |
steel dagger 'Shockglory' (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 Resists +12% acid +3% blight Disarm- +20% Sharp, short and deadly. |
Lisymina the cured leather sling4.0 T2 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +10 (+6 eff.) Res.pen +13% physical ----- def ----- Mind.save +3 (+2 eff.) Heal.mod +20% Confus- +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +6 Wil +5 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +24.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Floetorrent'4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +12 nature +8 cold While equipped: dps ---------- Phys.crit +2.0% Res.pen +10% cold Acc +7 (+2 eff.) ----- def ----- Resists +12% acid Phys.save +12 (+5 eff.) Blind- +20% Slings are used to hurl stones or metal shots at your foes. |
Bethyma the Radianceglory (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% cold Res.pen +15% light ----- def ----- Defense +6 (+1 eff.) Resists +6% light +6% temporal Spell.save +9 (+4 eff.) ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 76.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 89.77 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (180). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Mayerida (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Phys.pwr +15 (+5 eff.) Spell.pwr +6 (+4 eff.) Dmg.mod +15% acid Apr +4 ----- def ----- Armour +7 Hardiness +5% Phys.save +4 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Thunderquencher (19-23 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Dex +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +19% arcane +12% lightning Res.pen +15% temporal ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of greater warding (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% fire ----- def ----- Armour +7 Defense +7 (+1 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of might (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +11% Spell.pwr +19 (+10 eff.) Melee+ 20 arcane Dmg.mod +25% fire ---------- misc Max.mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Velekira the iron waraxe (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex +2 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Resists +5% arcane +9% lightning Die.at -60.00 life Disarm- +23% ---------- misc Psi/ret +0.24 One-handed war axes. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 195 damage and damages attackers striking the wearer for 24 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Emoyavea the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +2 Cun +1 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +2 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. |
Grinikor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +6 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +7 Defense +7 (+1 eff.) Resists +9% light Crit.chn- 10.00% Phys.save +13 (+5 eff.) ---------- misc Infravis +2 A belt that goes around your waist. |
rough leather belt 'Duathelsage'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Elinor'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Dex +2 Wil +5 Con dps ---------- Dmg.mod +9% blight ----- def ----- Resists +6% acid Anom.red +12 Max.HP +59.00 ---------- misc Max.mana +33.00 Max.stam +29.00 Max.hate +11.00 Max.psi +22.00 Max.vim +23.00 Max.P.En +24.00 Max.N.En +23.00 Infravis +3 A belt that goes around your waist. |
Charwing the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% temporal Res.pen +25% fire +10% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delorechik the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +3% light +6% acid Spell.save +3 (+1 eff.) Max.HP +60.00 Disease- +20% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erandil the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil +2 Con dps ---------- Phys.crit +3.0% Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +13% darkness +19% temporal Spell.save +9 (+4 eff.) Mind.save +10 (+4 eff.) Def/telep +19 Res/telep +10% Dur/telep +20% ---------- misc Max.mana +58.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerotta (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Crit.mult +10.00% Dmg.mod +8% acid +15% physical +7% fire +8% cold Res.pen +25% physical ----- def ----- Resists +12% acid +11% physical +12% fire +12% cold +3% mind +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of corrosion (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+8 eff.) Dmg.mod +12% temporal +10% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anerahir the Goreoozer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% acid +5% physical Res.pen +15% acid On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +3 Resists +3% acid ---------- misc Max.hate +6.00 Size +1 A pair of boots made of leather. |
pair of hardened leather boots 'Sunwyrd' (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +9 Dex dps ---------- Dmg.mod +6% light ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +9% lightning +18% darkness +3% acid Crit.chn- 10.00% A pair of boots made of leather. |
pair of rough leather boots 'Xerivea' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Wil dps ---------- Acc +5 (+1 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Sunresolve the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil +3 Cun +5 Con dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Hazebone' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% arcane Crit.chn- 5.00% Pinning- +10% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of dexterity (+2) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +3% physical Acc +10 (+2 eff.) ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ravenpride (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun +5 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +9% darkness Melee Ret 6 blight ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Lightningpain' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Phys.save +11 (+5 eff.) A cap made of leather. |
steel mail armour 'Branablek' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% acid +19% fire +6% mind Mind.save +6 (+3 eff.) Blind- +20% Confus- +20% A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
Glewyn the Dimdash (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% mind On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Armour +15 Fatigue +17% Resists +15% light Phys.save +7 (+3 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of metal plates. |
Pusguile the iron shield (0 def, 7 armour, 61 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con dps ---------- Melee Ret 10 lightning ----- def ----- Armour +7 Fatigue +8% Resists +9% temporal +5% arcane +6% darkness Phys.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
12 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. |
408 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
9 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 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Eilineriatta the Flashsweeper2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% darkness +5% fire Melee Ret 6 light ----- def ----- Defense +7 (+1 eff.) Resists +9% light Phys.save +12 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+5 eff.) ---------- 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. |
Huratir the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +6 Con ----- def ----- Defense +10 (+2 eff.) Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Max.stam +30.00 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. |
Tarravon2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% blight +18% acid Crit.chn- 10.00% Max.HP +45.00 Knockbk- +10% Teleport- +10% ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 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. |
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. |
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. |
powerful healing salve [power 217] powerful healing salve [power 217]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 217 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hathatoyarach the pouch of iron shots (23/23, 13-16 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 23 Rld cld 4 Phasing +30% Ranged+ +8 blight +20 arcane On Crit.r2 +16 acid On Hit: * 20% chance to reduce all saves and defense by 33 Shots are used with slings to pummel your foes to death. |
Lustrewing the pouch of iron shots (23/23, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 16.0 - 19.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 23 Proj.spd +200% Ranged+ +20 light On Hit.r1 +20 light On Crit.r2 +20 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Shots are used with slings to pummel your foes to death. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
5 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. |
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. |
14 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. |
6 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Meringe the Cornac Psyshot level 21
48th Haze 122nd year of Ascendancy at 08:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meringe the Cornac Psyshot level 8
2nd Summertide 122nd year of Ascendancy at 21:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Meringe the Cornac Psyshot level 24
58th Haze 122nd year of Ascendancy at 01:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Meringe the Cornac Psyshot level 10
9th Flare 122nd year of Ascendancy at 15:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Meringe the Cornac Psyshot level 20
32nd Haze 122nd year of Ascendancy at 12:41 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Meringe the Cornac Psyshot level 19
31st Haze 122nd year of Ascendancy at 00:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Meringe the Cornac Psyshot level 6
78th Pyre 122nd year of Ascendancy at 10:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Meringe the Cornac Psyshot level 11
1st Dusk 122nd year of Ascendancy at 06:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Meringe the Cornac Psyshot level 11
3rd Dusk 122nd year of Ascendancy at 00:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Meringe the Cornac Psyshot level 25
61st Haze 122nd year of Ascendancy at 23:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meringe the Cornac Psyshot level 17
51st Dusk 122nd year of Ascendancy at 03:35 see stats
Log
Meringe deactivates his cloak's restoration systems.


































































































































