












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 | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 29 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Neruriakira the dredgling at level 26 on the 2nd Regrowth 123rd year of Ascendancy at 00:30 / 2Killed by Belomira the xorn at level 29 on the 29th Regrowth 123rd year of Ascendancy at 05:55 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 63 (base 60) |
| Constitution | 17 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 59 (base 58) |
Resources
| Life | -4/722 |
| Steam | 100/100 |
| Stamina | 138/232 |
| Psi | 101/111 |
| Healing Factor | 1.792941519274 |
| Regeneration | 54.236480958039 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.326787504553 |
| See Invisible | 40.326787504553 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 47 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Darkness | +12% |
| Light | +12% |
| Nature | +20% |
| Blight | +6% |
| Physical | +8% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| All | +6% |
Defense: Base
| Armour (hardiness) | 32.764593763945 (59.794990797553%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 40%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 17%( 70%) |
| Mind | + 22%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Stun Resistance | 70% |
| Disarm Resistance | 90% |
| Poison Resistance | 20% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Polly. Escort: lost warrior (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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. 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 ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of elder vampire blood. * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +6 (+3 eff.) Pinning- +110% Knockbk- +10% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | psychokinetic pouch of dwarven-steel shots of grasping (4/19, 36-44 power, 3 apr) 3.0 T3 shot ammo [Ego++] Nature/Psionic Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Cyrema (30 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Defense +30 (+8 eff.) Fatigue +3% HP.reg +4.00 Heal.mod +20% Silence- +30% A cap made of leather. |
| On hands | Treereign (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Con dps ---------- Melee Ret 6 nature ----- def ----- Armour +2 Resists +6% acid +15% cold +9% darkness HP.reg +6.00 Disarm- +90% ---------- misc Stam/turn +0.80 Max.stam +21.00 Talents +4 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 | dwarven-steel torque of psionic shield 'Getydor' [power 91] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +6% cold +5% arcane +6% nature Poison- +20% Stun/Frz- +20% Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyrydheda0.1 T3 ring jewelry [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% nature +11% fire ----- def ----- Resists +24% nature +22% fire Max.HP +52.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | cured leather sling 'Grinuyon' 4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +60 20% chance of physical repulsion On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +10 (+5 eff.) Dmg.mod +6% blight Res.pen +6% all Acc +8 (+2 eff.) Apr +5 ---------- misc Mana/turn +0.08 Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -18% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +90 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. |
| In off hand | wrathful dwarven-steel shield of the stars (0 def, 6 armour, 28-33 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +11 light +13 darkness On Crit.r2 +14 light +15 fire While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness On shield block: * Deals 47 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +9% fire +19% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Hosarach the Gloomparry (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% acid +10% cold +3% darkness +24% lightning HP.reg +4.00 Heal.mod +10% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +12% darkness +10% mind +9% all Phys.save +12 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +22 (+9 eff.) Max.HP +46.00 HP.reg +2.00 Heal.mod +11% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the psychic (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the psychic (res 20%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 19; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Corrosive 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. |
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: 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. |
schematic: Steamgun0.1 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. |
Islabeth the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -5% Resists +3% acid +3% light +3% mind Crit.chn- 10.00% Spell.save +15 (+7 eff.) Die.at -20.00 life HP.reg +1.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +5 (+1 eff.) Apr +15 ----- def ----- Resists +14% lightning Stun/Frz- +20% Amulets make your neck look great! |
insulating copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +1 Mag dps ---------- Mind.pwr +7 (+4 eff.) S.pwr/crit +3 ----- def ----- Mind.save +6 (+3 eff.) Confus- +12% ---------- misc Mana/turn +0.27 Max.mana +25.00 Amulets make your neck look great! |
Geteduvor0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +11 Wil +6 Cun dps ---------- Spell.crit +4% Spell.pwr +11 (+6 eff.) Mind.pwr +8 (+4 eff.) Res.pen +5% blight Melee Ret 2 blight ----- def ----- Phys.save +8 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.08 Max.vim +10.00 Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +21% ---------- misc Max.enc +21 Rings make your fingers look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
warrior's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% fire ----- def ----- Armour +8 Resists +24% fire Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
steel battleaxe 'Tiroddarand' (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +20 blight While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% blight +10% arcane Acc +7 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) Crit.chn- 10.00% Disarm- +39% ---------- misc Light +2 See.Invis +12 Massive two-handed battleaxes. |
Quenchstoker the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 blight +11 mind On Hit: * 17% chance to reduce all saves and defense by 21 While equipped: Stats +2 Mag +6 Wil +3 Cun dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +9% blight Res.pen +25% cold Melee Ret 8 arcane Sharp, short and deadly. |
Winterwrecker the stralite greatsword (60-96 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Master/Psionic Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +4 cold On Crit.r2 +4 blight On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% blight +6% cold Res.pen +10% blight Acc +13 (+4 eff.) Melee Ret 2 blight 6 cold ----- def ----- Defense +16 (+4 eff.) Disarm- +41% Massive two-handed swords. |
Breezebender (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +8% Living While equipped: dps ---------- Dmg.mod +24% nature +12% mind On Hit (Melee): * 20% chance to slow global speed by 47% * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% nature +12% cold Blunt and deadly. |
Mucusstriker (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% nature +20% cold Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +20% nature +3% cold Blunt and deadly. |
Coalmire4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +7 Str +2 Dex +2 Wil dps ---------- Dmg.mod +6% fire +11% physical Melee Ret 2 fire ----- def ----- Crit.chn- 15.00% ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Ulfakath the Earthsin (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [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: Stats +4 Mag dps ---------- Spell.crit +10% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire Res.pen +25% mind +15% nature ----- def ----- Crit.chn- 15.00% ---------- misc Psi/ret +0.12 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Brightgasher' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature 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: Stats +5 Str +2 Cun +7 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Resists +12% light Crit.chn- 15.00% HP.reg +1.10 Heal.mod +18% ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [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 +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of greater warding (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% arcane ----- def ----- Armour +7 Defense +8 (+2 eff.) ---------- misc Mana/turn +0.16 Max.mana +51.00 Wards +3 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of the prodigy (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Mag +11 Wil +7 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Whipsnap (18-27 power, 15 apr)3.0 T2 steamsaw 1H weapon Reqs Str 24 [Unique] Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +4.0% Atk.spd 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +7 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
Bleakoath the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +9 Con dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +6% mind Apr +4 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Phys.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Emelawe the Frozenstriker1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Mag +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% acid ----- def ----- Resists +9% cold Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Ichorwinnow1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% fire Res.pen +5% mind +10% fire Against +17% Summoned On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +3% nature +6% mind D.Red.from +17% Summoned A belt that goes around your waist. |
Halathel the Willowweeper (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +15% nature Acc +10 (+3 eff.) Melee Ret 10 nature ----- def ----- Defense +2 (+1 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrebearer (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Wil +2 Cun +5 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +20% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerigalle the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Melee Ret 4 mind ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% lightning +11% cold Die.at -60.00 life Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blindsorrow' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +1 (+0 eff.) Resists +6% blight Spell.save +9 (+4 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +13% temporal +15% darkness Spell.save +6 (+3 eff.) Def/telep +18 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +46.00 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. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.00 to 45.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+12 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
ancient silk robe of darkness (+24%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +15% temporal +16% darkness +17% physical Res.pen +7% temporal +8% physical ----- def ----- Resists +24% darkness +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +11% all +15% fire ---------- misc Mana/turn +0.21 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Brightcrypt' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Dex +1 Cun +3 Con dps ---------- Dmg.mod +12% mind Res.pen +20% fire Melee Ret 2 mind ----- def ----- Resists +12% mind +7% all ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glitterbrawn (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% mind +15% light ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hailfear the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Wil dps ---------- Res.pen +10% cold Melee Ret 2 light ----- def ----- Armour +3 Fatigue -3% Resists +6% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dimblast' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
blighted hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 blight Dmg.mod +6% blight ----- def ----- Armour +2 Resists +5% blight 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. |
brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +6 Dex +3 Cun dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
brawler's hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Resists +11% darkness Phys.save +7 (+3 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +49.00 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. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 6 arcane Dmg.mod +6% arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +5 (+2 eff.) Max.HP +48.00 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. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +13 (+6 eff.) 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.63 to 88.88 lightning damage (59.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Layaserin the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +6 Mag +7 Wil +6 Con dps ---------- Spell.crit +3% Dmg.mod +10% blight +16% arcane Melee Ret 6 acid ----- def ----- Armour +5 Fatigue +5% Resists +13% nature +9% acid Crit.chn- 5.00% Spell.save +6 (+3 eff.) Max.HP +93.00 Heal.mod +15% A cap made of leather. |
Shimmerbreeze (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Cun +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +6% lightning +3% mind Res.pen +15% lightning ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning ---------- misc Max.psi +10.00 A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.45 mind and 11.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 13% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.18 mind and 2.24 darkness damage per turn and increases cooldowns by 20%. Haunted: Causes the target to suffer 4.42 mind and 4.54 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
linen wizard hat 'Brodahell' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +11% nature +9% acid Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% physical A pointy cloth hat, very wizardly... |
linen wizard hat 'Kador' (1 def, 4 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +3% lightning +3% light +3% blight Mind.save +6 (+3 eff.) HP.reg +4.00 Blind- +10% A pointy cloth hat, very wizardly... |
quiver of ash arrows 'Aduriba' (18/18, 22-31 power, 13 apr)3.0 T2 arrow ammo [Rare] Arcane Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +1.5% Capacity 18 Proj.spd +200% On Hit.r1 +20 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Ce'Nyrin the alchemist's lamp0.0 T3 lite [Rare] Arcane While equipped: Stats +4 Con +6 Mag dps ---------- Spell.pwr +11 (+6 eff.) Res.pen +10% mind ----- def ----- Defense +15 (+4 eff.) Resists +5% arcane +9% light Poison- +20% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prismwoe2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +5 Con dps ---------- Res.pen +5% light Melee Ret 4 light ---------- misc Light +6 See.Invis +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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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'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. |
Carrionschism the pouch of dwarven-steel shots (20/51, 32-38 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 51 On Hit.r1 +20 nature On Crit.r2 +20 nature On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 47% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Anakalthotar the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Dex +1 Con ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Duskidol [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +12% blight Res.pen +10% blight +25% darkness +10% arcane Melee Ret 10 darkness ----- def ----- Resists +5% arcane Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Polly the Cornac Skirmisher level 21
27th Haze 122nd year of Ascendancy at 02:55 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Polly the Cornac Skirmisher level 26
1st Allure 123rd year of Ascendancy at 16:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Polly the Cornac Skirmisher level 12
9th Flare 122nd year of Ascendancy at 19:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Polly the Cornac Skirmisher level 23
50th Haze 122nd year of Ascendancy at 11:54 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Polly the Cornac Skirmisher level 26
54th Haze 122nd year of Ascendancy at 11:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Polly the Cornac Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 15:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Polly the Cornac Skirmisher level 20
13rd Haze 122nd year of Ascendancy at 05:09 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Polly the Cornac Skirmisher level 18
52nd Dusk 122nd year of Ascendancy at 08:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Polly the Cornac Skirmisher level 25
52nd Haze 122nd year of Ascendancy at 21:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Polly the Cornac Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 09:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Polly the Cornac Skirmisher level 9
6th Mirth 122nd year of Ascendancy at 02:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Polly the Cornac Skirmisher level 28
3rd Regrowth 123rd year of Ascendancy at 03:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Polly the Cornac Skirmisher level 17
40th Dusk 122nd year of Ascendancy at 04:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Polly the Cornac Skirmisher level 26
2nd Regrowth 123rd year of Ascendancy at 00:30 see stats
Log
Polly's Shoot misses Belomira the xorn.
Polly HEALS from nature damage!
Belomira the xorn hits Polly for (26 flat reduction), (85 reacted , -5 stam), (52 resonance), 104 physical, (4 flat reduction), 0 nature, 2 healing (104 total damage) [2 healing].
Melee retaliation hits Belomira the xorn for 1 light, 3 nature (4 total damage).
Deep Wound from Belomira the xorn hits Polly for (26 flat reduction), 77 physical (77 total damage).
Mindrot hits Polly for (4 flat reduction), 0 mind, (6 flat reduction), 0 darkness (0 total damage).
Belomira the xorn uses Rampage.
Belomira the xorn begins rampaging!
You do not have enough ammo left!
You do not have enough ammo left!
Belomira the xorn uses Constrict.
Polly reacts to an attack from Belomira the xorn, mitigating the blow!.
Polly resists the terror!
Polly resists the constriction!
Polly HEALS from nature damage!
Belomira the xorn hits Polly for (26 flat reduction), (159 reacted , -5 stam), 292 physical, (4 flat reduction), 0 nature, 1 healing (292 total damage) [1 healing].
Deep Wound from Belomira the xorn hits Polly for (26 flat reduction), 135 physical (135 total damage).
Melee retaliation hits Belomira the xorn for (1 rampage shugs off), 0 light, (3 rampage shugs off), 0 nature (0 total damage).
Belomira the xorn has shrugged off 4 damage and is ready for more.
Mindrot hits Polly for (9 flat reduction), 0 mind, (6 flat reduction), 0 darkness (0 total damage).
Belomira the xorn uses Greater Weapon Focus.
Belomira the xorn uses Skullcracker.
Polly reacts to an attack from Belomira the xorn, mitigating the blow!.
Polly is no longer being stalked by Belomira the xorn.
Polly wanders around!
Belomira the xorn hits Polly for (26 flat reduction), (100 reacted , -5 stam), 183 physical (183 total damage).
Melee retaliation hits Belomira the xorn for (1 rampage shugs off), 0 light, (3 rampage shugs off), 0 nature (0 total damage).
Polly the level 29 cornac skirmisher was disembowelled to death by Belomira the xorn on level 2 of Tempest Peak.
Belomira the xorn prepares for the next kill!































































































































