















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 37 / 98% |
Size | medium |
Lifes / Deaths | Killed by thief at level 16 on the 76th Dusk 122nd year of Ascendancy at 14:00 5 / 2Killed by ghoulking at level 18 on the 10th Decay 122nd year of Ascendancy at 03:09 |
Primary Stats
Strength | 61 (base 26) |
Dexterity | 66 (base 13) |
Constitution | 49 (base 12) |
Magic | 92 (base 60) |
Willpower | 42 (base 12) |
Cunning | 121 (base 60) |
Resources
Steam | 100/100 |
Mana | 255/255 |
Equilibrium | 10 |
Psi | 132/132 |
Life | 972/972 |
Positive | 0/138 |
Stamina | 340/340 |
Hate | 51/106 |
Healing Factor | 1.3871232876712 |
Regeneration | 7.4211095890409 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50.00000000001% |
Spell | 0% |
Global | +145% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 14 |
See Invisible | 11 |
Offense: Mainhand
Damage | 166 |
Accuracy | 67 |
Crit Chance | 62% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 166 |
Accuracy | 67 |
Crit Chance | 62% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +5% |
Arcane | +6% |
Mind | +19% |
All | 0% |
Lightning | +13% |
Light | +13% |
Darkness | +17% |
Physical | +27% |
Nature | +6% |
Offense: Damage Penetration
Acid | +15% |
Temporal | +5% |
Darkness | +20% |
Arcane | +15% |
Physical | +35% |
Nature | +7% |
Defense: Base
Armour (hardiness) | 48.5 (95%) |
Defense | 28 |
Ranged Defense | 31 |
Fatigue | 8 |
Physical Save | 42 |
Spell Save | 45 |
Mental Save | 57 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 34%( 70%) |
All | + 15%( 70%) |
Darkness | + 38%( 70%) |
Light | + 34%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 25%( 70%) |
Fire | + 52%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 34% |
Bleed Resistance | 56% |
Confusion Resistance | 10% |
Stun Resistance | 10% |
Pinning Resistance | 15% |
Poison Resistance | 56% |
Blind Resistance | 71% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 584 damage for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.2 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Agile Gunner |
talent | Molten Iron Blood |
talent | Essence of Speed |
talent | Chant of Fortress |
talent | Mitosis |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubaleda the skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 139. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of greater demon bile. * You've found the needed vial of wight ectoplasm. 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 vampire lord fang. * You've found the needed faerlhing fang. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.0 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. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 55.0 - 66.0 Physical Uses 50% Mag, 120% Cun Acc+ +0.1% dam / acc Apr +6 Crit +18.0% Capacity 20 Ranged+ +15 cold +12 nature +13 bleed On Hit.r1 +12 nature On Crit.r2 +8 nature On Crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing * cripple the target Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T3 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Con dps ---------- Melee+ 8 blight 8 nature Dmg.mod +5% blight +6% nature ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% blight +5% nature Die.at -80.00 life HP.reg +2.20 ---------- misc Stam/turn +0.60 Max.stam +22.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +13% light +11% darkness ----- def ----- Resists +3% lightning +21% darkness +13% blight +5% arcane +13% light Affinity +5% light +5% darkness Spell.save +30 (+10 eff.) Die.at -40.00 life Blind- +15% ---------- misc Light +7 Infravis +9 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 176.18 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex dps ---------- Crit.mult +10.00% Dmg.mod +9% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Heal/summ +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +2% Mind.save +30 (+8 eff.) HP.reg +2.10 Heal.mod +12% ---------- misc Equi/ret +0.16 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +15% physical Res.pen +25% physical Acc +6 (+2 eff.) Apr +2 ----- def ----- Resists +4% physical ---------- misc Max.stam +30.00 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +6 Mag +14 Cun dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +9% acid +6% darkness Res.pen +15% acid Acc +10 (+3 eff.) Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Silence- +34% ---------- misc Mana/turn +0.22 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +5 Con dps ---------- Crit.mult +9.00% Phys.pwr +2 (+0 eff.) Dmg.mod +13% lightning Acc +7 (+2 eff.) ----- def ----- Resists +26% lightning +1% physical Phys.save +10 (+3 eff.) Die.at -20.00 life Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.80 ---------- misc Stam/turn +0.50 Mana/turn +0.11 Max.mana +29.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 mind +13 nature Uses 2.0 Steam While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +5.0% Mind.pwr +7 (+2 eff.) Dmg.mod +10% mind Res.pen +7% nature Acc +7 (+2 eff.) ----- def ----- Resists +3% temporal +6% darkness +5% all Pinning- +15% Stun/Frz- +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +20% darkness +5% temporal Melee Ret 8 arcane 8 temporal ----- def ----- Fatigue -7% Resists +3% blight +10% fire +9% light +10% cold Mind.save +11 (+4 eff.) Max.HP +82.00 ---------- misc Max.enc +41 A belt that goes around your waist. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phasing +50% ----- def ----- Defense +2 (+1 eff.) Resists +14% acid +14% fire +23% lightning +12% cold ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 29.86 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 196% efficiency and cooldown mod of 71%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 90%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 310 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 10 turns. While Heroism is active, you will only die when reaching -776 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 429 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1169% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1351% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 165 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 483 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil +6 Cun +6 Con dps ---------- Crit.mult +16.00% Spell.pwr +8 (+3 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +18% blight +12% fire ----- def ----- Mind.save +10 (+3 eff.) Confus- +17% ---------- misc Infravis +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 17% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% physical +3% darkness +9% temporal ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Wil +6 Con dps ---------- Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) Res.pen +15% mind Melee Ret 12 darkness ----- def ----- Mind.save +29 (+8 eff.) ---------- misc Max.hate +8.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-14 eff.) Spell.save -30 (-12 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +16 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 17 bleed Ranged+ 11 bleed Dmg.mod +3% fire Res.pen +25% arcane On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Defense +14 (+7 eff.) Resists +5% arcane ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +4 Dex dps ---------- Melee+ 7 bleed Ranged+ 11 bleed Acc +6 (+2 eff.) On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +11 Str +6 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +9% physical Acc +16 (+4 eff.) Melee Ret 8 physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Heal.mod +25% ---------- misc Max.stam +10.00 Rings can have magical properties. |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 T3 steamgun 1H weapon [Ego] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Dmg.mod +11% physical Res.pen +11% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 322 damage and damages attackers striking the wearer for 40 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. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +12% acid +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction On Melee Ret: * 25% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +6% darkness Phys.save +19 (+6 eff.) Stealth +10 Max.HP +44.00 ---------- misc T.Disarm +18 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Str ----- def ----- Defense +10 (+5 eff.) Resists +6% blight +6% lightning Stealth +6 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +12.0% Mind.crit +15% Dmg.mod +6% nature +9% temporal Res.pen +25% temporal ----- def ----- Resists +10% lightning +14% temporal Max.HP +53.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +4 Mag +10 Cun +8 Lck dps ---------- Phys.crit +11.0% Mind.crit +11% Res.pen +10% fire +5% temporal On Hit (Melee): * 31% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +6% temporal +3% darkness Stealth +11 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc T.Disarm +17 Mana/turn +0.40 Max.mana +34.00 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue -5% Heal.mod +20% ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% blight ----- def ----- Defense +14 (+7 eff.) Phys.save +18 (+6 eff.) Mind.save +11 (+4 eff.) Die.at -50.00 life Max.HP +49.00 ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Str +6 Dex +9 Mag +3 Wil +5 Cun dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +7% blight Res.pen +15% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +3% Disease- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% On Melee Ret: * 23% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue -4% Resists +12% mind +3% lightning Mind.save +16 (+5 eff.) Max.HP +36.00 Disarm- +5% Confus- +5% Knockbk- +5% ---------- misc Stam/turn +0.40 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 172.07 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego++] Master/Psionic While equipped: Stats +1 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +5 Resists +5% darkness Mind.save +6 (+2 eff.) Max.HP +42.00 ---------- misc Infravis +1 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +6% darkness Res.pen +15% physical ----- def ----- Armour +15 Fatigue +3% Die.at -40.00 life ---------- misc Stam/turn +0.40 A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +7 Str +7 Dex +4 Mag +9 Wil +14 Cun dps ---------- Mind.crit +2% Phys.spd +15% Spell.spd +15% Mind.spd +15% Acc +6 (+2 eff.) ----- def ----- Armour +14 Defense +5 (+3 eff.) Fatigue +8% Mind.save +18 (+5 eff.) Max.HP +48.00 Heal.mod +10% ---------- misc Max.psi +10.00 A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light Res.pen +10% light Melee Ret 15 fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +7% temporal +7% cold +7% fire Def/telep +13 Res/telep +12% Dur/telep +16% ---------- misc Light -7 Infravis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (98 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% mind Res.pen +15% mind Melee Ret 20 acid ----- def ----- Resists +3% acid ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T3 shot ammo [Rare] Master Power 40.5 - 48.6 Physical Uses 50% Mag, 120% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Capacity 18 Proj.spd +200% Ranged+ +40 mind On Hit.r1 +32 mind Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +9% lightning ---------- misc Light +1 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Phys.crit +4.0% Res.pen +20% blight Acc +6 (+2 eff.) ----- def ----- Heal.mod +40% ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By InsanelyShaventuron the Shalore Adventurer level 37
1st Pyre 123rd year of Ascendancy at 14:31 see stats
By InsanelyShaventuron the Shalore Adventurer level 36
79th Regrowth 123rd year of Ascendancy at 10:57 see stats
By InsanelyShaventuron the Shalore Adventurer level 32
69th Regrowth 123rd year of Ascendancy at 09:35 see stats
By InsanelyShaventuron the Shalore Adventurer level 35
77th Regrowth 123rd year of Ascendancy at 00:56 see stats
By InsanelyShaventuron the Shalore Adventurer level 6
5th Dusk 122nd year of Ascendancy at 21:06 see stats
By InsanelyShaventuron the Shalore Adventurer level 31
67th Regrowth 123rd year of Ascendancy at 15:08 see stats
By InsanelyShaventuron the Shalore Adventurer level 21
8th Allure 123rd year of Ascendancy at 02:37 see stats
By InsanelyShaventuron the Shalore Adventurer level 29
54th Regrowth 123rd year of Ascendancy at 21:13 see stats
By InsanelyShaventuron the Shalore Adventurer level 20
3rd Allure 123rd year of Ascendancy at 01:39 see stats
By InsanelyShaventuron the Shalore Adventurer level 10
28th Dusk 122nd year of Ascendancy at 22:45 see stats
By InsanelyShaventuron the Shalore Adventurer level 20
1st Allure 123rd year of Ascendancy at 18:00 see stats
By InsanelyShaventuron the Shalore Adventurer level 30
61st Regrowth 123rd year of Ascendancy at 00:50 see stats
By InsanelyShaventuron the Shalore Adventurer level 16
77th Dusk 122nd year of Ascendancy at 02:21 see stats
By InsanelyShaventuron the Shalore Adventurer level 35
77th Regrowth 123rd year of Ascendancy at 19:28 see stats
By InsanelyShaventuron the Shalore Adventurer level 22
10th Regrowth 123rd year of Ascendancy at 18:33 see stats
By InsanelyShaventuron the Shalore Adventurer level 8
22nd Dusk 122nd year of Ascendancy at 20:16 see stats
By InsanelyShaventuron the Shalore Adventurer level 16
62nd Dusk 122nd year of Ascendancy at 22:20 see stats
By InsanelyShaventuron the Shalore Adventurer level 23
26th Regrowth 123rd year of Ascendancy at 16:49 see stats
By InsanelyShaventuron the Shalore Adventurer level 22
10th Regrowth 123rd year of Ascendancy at 13:11 see stats
By InsanelyShaventuron the Shalore Adventurer level 15
51st Dusk 122nd year of Ascendancy at 10:47 see stats
By InsanelyShaventuron the Shalore Adventurer level 36
79th Regrowth 123rd year of Ascendancy at 07:35 see stats
Log
You gain 24.79 gold from the melting of Gyna the Thunderscar.
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.41 gold from the melting of dwarven-steel greatsword of erosion (38-60.8 power, 2 apr).
You collect a new ingredient: lump of voratun (1).
You gain 22.60 gold from the melting of Yvutta (61.5-98.4 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 24.25 gold from the melting of Cyritha the Lightningguile (34.5-55.2 power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.27 gold from the melting of stralite dagger of daylight (26.5-34.45 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.90 gold from the melting of slime-covered stralite dagger of erosion (30-39 power, 9 apr).
You gain 18.51 gold from the melting of Ulferach.
You gain 2.21 gold from the melting of vision rune of the warrior (radius 14; dur 19; see undead).
You gain 1.09 gold from the melting of manasurge rune of the psychic (826% regen over 10 turns; 41 instant mana).
You gain 3.25 gold from the melting of invisibility rune of the titan (power 12 for 6 turns).
You gain 2.07 gold from the melting of acid wave rune of the psychic (155 acid damage; disarm 5 turns with power 44).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.63 gold from the melting of sun infusion (rad 5; power 21; turns 3; dispels darkness).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 15.00 gold from the melting of Primal Infusion (affinity 14%; cure magical, physical, mental).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
InsanelyShaventuron deactivates Agile Gunner.
InsanelyShaventuron deactivates Chant of Fortress.
InsanelyShaventuron deactivates Beyond the Flesh.
InsanelyShaventuron deactivates Molten Iron Blood.
InsanelyShaventuron deactivates Mitosis.
InsanelyShaventuron deactivates Essence of Speed.