








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Proper Possession Plus 1.6.1Original Mod by zizzo (https://te4.org/games/addons/tome/possessor_fixes): Assorted improvements to the Possessor class (UI features additional info, possess all creature types, heal possessed forms). Additional tweaks by Kish: Longer duration on summoned forms, lower mana cost on Assume Form and Possess, lower cooldown on Assume Form, update form HP in body storage. Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. |
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 20 / 45% |
| Size | small |
| Lifes / Deaths | Killed by Nerotta the golem at level 20 on the 1st Dusk 122nd year of Ascendancy at 00:36 / 1 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 1 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 57 (base 48) |
| Cunning | 52 (base 41) |
Resources
| Life | -88/204 |
| Psi | 30/337 |
| Steam | 100/100 |
| Healing Factor | 1.191052631579 |
| Regeneration | 3.5136052631579 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +117.26383266161% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 44.182604915697 |
| See Invisible | 44.182604915697 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 37 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 37 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Fire | +4% |
| Light | +7% |
Offense: Damage Penetration
| Physical | +16% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 39.3 |
| Spell Save | 40.07 |
| Mental Save | 47 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Blight | + 13%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Confusion Resistance | 52% |
| Silence Resistance | 37% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 58 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 Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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 Magic stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| detrimental effect | The target is on fire, taking 4.65 fire damage per turn. Burning |
| beneficial effect | 10% chance to avoid weapon attacks Charm: Evasion |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+7% global speed). Clarity |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 32%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | Reduces all incoming all damage by 25. All Psionic Shield |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 16. Illness |
| detrimental effect | This character's flames are feeding the source, healing them for 1 per turn and giving them 1 vim. Devouring flames |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You successfully escorted the lost tinker to the recall portal on level 8 of Infinite Dungeon. Escort: lost tinker (level 8 of Infinite Dungeon) | done |
You successfully escorted the lost warrior to the recall portal on level 14 of Infinite Dungeon. Escort: lost warrior (level 14 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 16 of Infinite Dungeon. Escort: repented thief (level 16 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (116)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Isassra (0 def, 4 armour, 16-19.2 power, 42.5 block) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 13): Near SightedYou completed the challenge and received: Random Artifact: Cystswift (8.5-9.35 power, 24 apr, nature damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (263)Turns left: 70 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: Random Artifact: Flarepower (6-8.4 power, 2 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | [vs. fleetfooted pair of rough leather boots of invasion (2 def, 1 armour) (On feet)]fleetfooted pair of rough leather boots of invasion (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +3 (+3 eff.) (-) Armour: +1 (-) Defense: +2 (+1 eff.) (-) Changes stats: +2(-) Dex Changes resistances penetration: +6%(-) physical A pair of boots made of leather. |
| Light source | [vs. Elenurab the Radiancenail (Light source)]Elenurab the Radiancenail Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 (-) Changes stats: +1(-) Dex Changes resistances: +3%(-) light / +3%(-) temporal Critical mult.: +10.00% (-) Physical save: +9 (+4 eff.) (-) Light radius: +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 | [vs. psion's linen wizard hat (1 def, 0 armour) (On head)]psion's linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +5%(-) mind Changes damage: +6%(-) mind Physical save: +5 (+2 eff.) (-) Mental save: +6 (+2 eff.) (-) Maximum psi: +10.00 (-) Mindpower: +5 (+2 eff.) (-) Mental crit. chance: +2% (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. rough leather gloves 'Yaradas' (5 def, 1 armour) (On hands)]rough leather gloves 'Yaradas' (5 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+2 eff.) (-) Damage (Melee): 6(-) fire Changes resistances: +5%(-) fire Changes resistances penetration: +10%(-) physical Changes damage: +4%(-) fire Silence immunity: +20% (-) Only die when reaching: -40.00 life (-) Healing mod.: +5% (-) 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 | [vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]evasive iron torque of psionic shield [power 25] (25/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]marksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Changes stats: +2(-) Dex Disarm immunity: +20% (-) Pinning immunity: +22% (-) Knockback immunity: +22% (-) Maximum life: +21.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]steel ring 'Arathra' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Armour: +4 Changes stats: +2 Str / +0(-2) Dex Changes resistances: +6% temporal Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-21.00) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. grounding copper amulet of willpower (+3) (Around neck)]grounding copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +10%(-) lightning Stun/Freeze immunity: +20% (-) Amulets can have magical properties. |
| In main hand | [vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon hit: * 6% chance to slow global speed by 58% * 6% chance to reduce armor by 5% Damage (radius 2) on crit: +20(-) acid blind When wielded/worn: Talents granted: +1.00(-) Attune Mindstar Physical save: +2 (+1 eff.) (-) Spell save: +3 (+1 eff.) (-) Mental save: +3 (+1 eff.) (-) Equilibrium when hit: +0.80 (-) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Sileyatta (Around waist)]Sileyatta Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 (+5 eff.) (-) Armour: +2 (-) Defense: +5 (+2 eff.) (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 0(-20) item blight disease Physical save: +9 (+4 eff.) (-) Life regen: +1.00 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
| In off hand | [vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon hit: * 6% chance to slow global speed by 58% * 6% chance to reduce armor by 5% Damage (radius 2) on crit: +20 insidious poison / +0(-20) acid blind When wielded/worn: Talents granted: +1.00(-) Attune Mindstar Physical save: +2 (+1 eff.) (-) Spell save: +3 (+1 eff.) (-) Mental save: +3 (+1 eff.) (-) Equilibrium when hit: +0.80 (-) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)]resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Cun / +2(-) Dex Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. sunsealed linen robe of life (4 def, 3 armour) (Main armor)]sunsealed linen robe of life (4 def, 3 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +4 (+2 eff.) (-) Changes stats: +3(-) Mag Changes resistances: +6%(-) blight / +6%(-) darkness / +6%(-) light / +7%(-) all Changes damage: +7%(-) light Life regen: +1.70 (-) Maximum life: +70.00 (-) Light radius: +1 (-) Healing mod.: +12% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the duelist (efficiency 89% / cooldown 63%)] (on body)]medical injector implant of the duelist (efficiency 81% / cooldown 82%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81%(-) efficiency and cooldown mod of 82%(+19%). Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the duelist (heal 63; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 63(-37) life over 5(-) turns. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. grounding copper amulet of willpower (+3) (Around neck)]warmaker's copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5(+2) Wil Changes resistances: +0%(-10%) lightning Stun/Freeze immunity: +0% (-20%) Amulets can have magical properties. |
[vs. grounding copper amulet of willpower (+3) (Around neck)]Mayygarin the Crackleblow Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +1 Changes stats: +0(-3) Wil Changes resistances: +9%(-1%) lightning Changes damage: +6% lightning Talent mastery: +0.15 Psionic / Discharge Stun/Freeze immunity: +0% (-20%) Stamina each turn: +1.00 Amulets can have magical properties. |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]copper ring of arcana (+0.10/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex Silence immunity: +22% Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Mana each turn: +0.10 Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Changes stats: +2(-) Dex Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]wizard's copper ring of corrosion (+22%) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex / +3 Mag Changes resistances: +22% acid Changes damage: +11% acid Spell save: +6 (+2 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex / +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)]psionicist's steel ring of lightning (+26%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex / +2 Wil Changes resistances: +26% lightning Changes damage: +13% lightning Mental save: +4 (+1 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel battleaxe (19-28.5 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5(+14.0 - +23.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-16) Crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. hateful steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0(+10.0 - +15.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-15) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (Melee): +5 darkness Damage (radius 2) on crit: +0(-20) acid blind Damage against: +7% Living When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel waraxe (11.5-16.1 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1(+6.5 - +10.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-15) Crit. chance: +4.0% (-3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) One-handed war axes. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel waraxe of massacre (20-28 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0(+15.0 - +22.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-15) Crit. chance: +4.0% (-3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) One-handed war axes. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]This item will automatically be transmogrified when you leave the level. steel dagger (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6(+8.5 - +12.1) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-12) Crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]Churoddastir the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-0.5 - -0.5) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 20% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold / +3% temporal Changes damage: +4% lightning / +6% cold / +6% physical Talents granted: +1.00(-) Attune Mindstar Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +3 (+1 eff.) (-) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Pinning immunity: +17% Equilibrium when hit: +0.00 (-0.80) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]gifted vined mindstar of life (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4(-1.0 - -1.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talents granted: +1.00(-) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.50 Equilibrium when hit: +0.00 (-0.80) Maximum life: +11.00 Mindpower: +7 (+2 eff.) (+3 (+1 eff.)) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]hungering vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-0.5 - -0.5) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talents granted: +1.00(-) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) It can be used to inflict 80.14 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 4)]Cystswift (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(+3.5 - +3.9) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+6) Crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (Melee): +4 nature Damage (radius 1) on hit: +8 nature / +8 cold Damage (radius 2) on crit: +0(-20) acid blind When wielded/worn: Armour: +11 Effects on melee hit: * 20% chance to slow global speed by 58% Damage (Melee): 10 cold Changes resistances: +6% nature / +11% cold Changes resistances penetration: +10% nature / +9% cold Changes damage: +6% cold Talents granted: +1.00(-) Attune Mindstar Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.70 Equilibrium when hit: +0.00 (-0.80) Maximum life: +25.00 Mindpower: +6 (+2 eff.) (+2 (+1 eff.)) Mental crit. chance: +3% (+1%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mitotic vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (In off hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel shield of resistance (0 def, 4 armour, 12-14.4 power, 41.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-18) Crit. chance: +0.0% (-7.0%) Attack speed: inf% (inf%) On weapon hit: * 0% chance to slow global speed by 58% * 0% chance to reduce armor by 5% Damage (radius 2) on crit: +0(-20) insidious poison When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +5% acid / +6% fire / +6% lightning / +6% cold Talents granted: +0(+-1) Attune Mindstar +1 Block Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.80) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. sunsealed linen robe of life (4 def, 3 armour) (Main armor)]Chargeire the woollen robe (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Effects on melee hit: * 10% chance to reduce armor by 5% Damage when hit (Melee): 6 lightning Changes stats: +11 Str / +9(+6) Mag / +9 Wil Changes resistances: +13% lightning / +0%(-6%) light / +0%(-6%) blight / +12% cold / +0%(-6%) darkness / +9%(+2%) all Changes damage: +20% lightning / +12% physical / +0%(-7%) light / +16% cold Mental save: +15 (+5 eff.) Life regen: +0.00 (-1.70) Maximum life: +0.00 (-70.00) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Light radius: +0 (-1) Healing mod.: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Sileyatta (Around waist)]insulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +0 (-2) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage (Melee): 0(-20) item blight disease Changes resistances: +5% fire / +6% cold Physical save: +5 (+2 eff.) (-4 (-2 eff.)) Life regen: +0.00 (-1.00) Mindpower: +3 (+1 eff.) Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. Sileyatta (Around waist)]Glacierquench the drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +0 (-2) Defense: +9 (+4 eff.) (+4 (+2 eff.)) Damage (Melee): 0(-20) item blight disease Changes resistances: +3% nature / +3% cold Changes resistances penetration: +10% cold Stealth bonus: +6 Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Life regen: +0.00 (-1.00) Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)]enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (+6 (+3 eff.)) Changes stats: +0(-2) Cun / +0(-2) Dex Physical save: +6 (+2 eff.) Maximum life: +0.00 (-31.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. fleetfooted pair of rough leather boots of invasion (2 def, 1 armour) (On feet)]Gunuleg the Abysssin (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-3 (-3 eff.)) Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +2% Changes stats: +0(-2) Dex Changes resistances: +3% acid / +3% darkness / +17% fire / +5% arcane / +5% cold Changes resistances penetration: +0%(-6%) physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. fleetfooted pair of rough leather boots of invasion (2 def, 1 armour) (On feet)]Emotha (5 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% (+3.0%) Physical power: +3 (+3 eff.) (-) Armour: +4 (+3) Defense: +5 (+3 eff.) (+3 (+2 eff.)) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-2) Dex / +2 Mag / +1 Wil Changes resistances: +6% cold Changes resistances penetration: +0%(-6%) physical Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +35% Mana each turn: +0.15 Maximum mana: +35.00 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. rough leather gloves 'Yaradas' (5 def, 1 armour) (On hands)]rough leather gloves 'Xerywyn' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage (Melee): 5 lightning / 0(-6) fire Changes resistances: +6% lightning / +0%(-5%) fire / +3% mind / +3% acid Changes resistances penetration: +0%(-10%) physical Changes damage: +4% lightning / +0%(-4%) fire / +3% mind Silence immunity: +0% (-20%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-5%) 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. |
[vs. rough leather gloves 'Yaradas' (5 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. cinder dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (+1) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +3% Damage (Melee): 7(1) fire Changes resistances: +5%(-) fire Changes resistances penetration: +0%(-10%) physical Changes damage: +4%(-) fire Silence immunity: +0% (-20%) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-5%) 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. |
[vs. rough leather gloves 'Yaradas' (5 def, 1 armour) (On hands)]heroic dwarven-steel gauntlets (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 (+5) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +3% Damage (Melee): 0(-6) fire Changes resistances: +0%(-5%) fire Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-4%) fire Mental save: +7 (+2 eff.) Silence immunity: +0% (-20%) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +40.00 Healing mod.: +0% (-5%) 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. |
[vs. psion's linen wizard hat (1 def, 0 armour) (On head)]insulating cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (+1 (+1 eff.)) Changes resistances: +5% fire / +0%(-5%) mind / +6% cold Changes damage: +0%(-6%) mind Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum psi: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A pointy cloth hat, very wizardly... |
[vs. psion's linen wizard hat (1 def, 0 armour) (On head)]Nightwill the rough leather cap (10 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) (+9 (+5 eff.)) Fatigue: +1% Changes resistances: +0%(-5%) mind / +1% physical Changes resistances penetration: +15% darkness Changes damage: +0%(-6%) mind Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Only die when reaching: -20.00 life Maximum psi: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-2%) Infravision radius: +2 (-4) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A cap made of leather. |
[vs. psion's linen wizard hat (1 def, 0 armour) (On head)]insulating rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% fire / +0%(-5%) mind / +6% cold Changes damage: +0%(-6%) mind Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum psi: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Elenurab the Radiancenail (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +0(-1) Dex Changes resistances: +0%(-3%) light / +0%(-3%) temporal Critical mult.: +0.00% (-10.00%) Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Light radius: +3 (-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. |
[vs. Elenurab the Radiancenail (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +0(-1) Dex Changes resistances: +0%(-3%) light / +0%(-3%) temporal Critical mult.: +0.00% (-10.00%) Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Light radius: +1 (-5) Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
potent healing salve [power 136] potent healing salve [power 136]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 81% efficiency and 63% cooldown modifier. It can be used to heal 136 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]supercharged dwarven-steel torque of gale force [power 275] (25/17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 275 physical damage Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]elm totem of stinging [power 122] (25/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]Xyrin [power 116] (25/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Reduces incoming crit damage: 15.00% Poison immunity: +20% Pinning immunity: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]evasive ash wand of lightning storm [power 182] (25/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. evasive iron torque of psionic shield [power 25] (25/25 cooldown) (Tool)]Beegozor [power 344] (25/18 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +15% arcane / +10% blight It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (344 total damage) Activation puts all charms on cooldown for 18 turns. When used: * Reduce fatigue by 22% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Powered by steamtech 0.00 Encumbrance. [Unique] Type: unknown / unknown ; tier 1 It can be used to teleport.. A strange metal contraption imbued with some kind of teleportation magic. |
Achievements
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Likesa the Yeek Solipsist level 12
3rd Summertide 122nd year of Ascendancy at 14:12 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Likesa the Yeek Solipsist level 10
8th Mirth 122nd year of Ascendancy at 08:10 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Likesa the Yeek Solipsist level 20
9th Flare 122nd year of Ascendancy at 01:21 see stats
Log
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Likesa uses evasive iron torque of psionic shield!
Nerotta the golem loses 2 health to the entropy.
Nerotta the golem casts Rune: Acid Wave.
Likesa is disarmed!
Likesa converts some damage to Psi!
Nerotta the golem hits Likesa for (25 flat reduction), 20 to psi, 22 acid (42 total damage).
Nerotta the golem casts Draining Assault.
Nerotta the golem performs a melee critical strike against Likesa!
Likesa reacts immediately after taking severe wounds!
Nerotta the golem performs a melee critical strike against Likesa!
Nerotta the golem's weapon surges with fire!
Nerotta the golem steals life from Likesa!
Likesa converts some damage to Psi!
Nerotta the golem hits Likesa for (25 flat reduction), 90 to psi, 99 physical, (9 flat reduction), 0 blight, (9 flat reduction), 0 fire, (6 flat reduction), 0 fire, (25 flat reduction), 90 to psi, 99 physical (378 total damage).
Likesa hits Nerotta the golem for 22 healing, 2 healing (0 total damage) [24 healing].
Likesa the level 20 yeek solipsist was punctured to death by Nerotta the golem on level 16 of Infinite Dungeon.
Likesa rearms.
Likesa stops burning.
Likesa deactivates Lucid Dreamer.
Likesa is free from the illness.
Likesa's is no longer blazing.








































































































