











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 24 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Ajealile's Inner Demon at level 24 on the 8th Decay 122nd year of Ascendancy at 21:34 / 1 |
Primary Stats
| Strength | 11 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 60 (base 54) |
| Willpower | 17 (base 12) |
| Cunning | 61 (base 42) |
Resources
| Mana | 324/376 |
| Negative | 18/119 |
| Life | -341/445 |
| Soul | 8/10 |
| Hate | 112/112 |
| Psi | 107/107 |
| Vim | 167/222 |
| Positive | 119/119 |
| Stamina | 180/186 |
| Healing Factor | 1.2324166372473 |
| Regeneration | 1.9102457877333 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 7 |
| Crit Chance | 22% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Arcane | +10% |
| Cold | +15% |
| All | 0% |
| Lightning | +3% |
| Light | +23% |
| Darkness | +96% |
| Mind | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 23 (38%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 5 |
| Physical Save | 38 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 22%( 72%) |
| Blight | + 41%( 72%) |
| Physical | + 41%( 72%) |
| All | + 14%( 72%) |
| Lightning | + 17%( 72%) |
| Light | + 29%( 72%) |
| Darkness | + 47%( 72%) |
| Fire | + 38%( 72%) |
| Nature | + 19%( 72%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Poison Resistance | 11% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 123 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Spell / Nightfall | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Demonic pact | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 346/346 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by war bear. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Gluwen the rattlesnake. Escort: repented thief (level 2 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Lisyma the Chargebile (111% power, 3 apr, darkness element) 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +3% lightning +15% darkness +3% mind +6% acid Res.pen +20% lightning ---------- misc Max.hate +6.00 Talents +3 Flame Bolts +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Oludunakalthostir the Rimekill (0 def, 12 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Con dps ---------- Melee+ 8 light Dmg.mod +7% light +12% acid Melee Ret 10 cold ----- def ----- Armour +12 Hardiness +8% Resists +7% light +6% physical Phys.save +16 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Layureta2.0 T1 lite [Rare] Master While equipped: Stats +8 Cun +2 Wil dps ---------- Mind.crit +1% On Hit (Melee): * 20% chance to slow global speed by 45% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Chillhunt' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +10 (+3 eff.) Dmg.mod +10% darkness +9% cold Melee Ret 10 cold ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness ---------- misc Max.vim +30.00 A pointy cloth hat, very wizardly... |
| On feet | Wretchtickler the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 4 blight ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue -3% Crit.chn- 15.00% Phys.save +6 (+3 eff.) Die.at -20.00 life Max.HP +60.00 ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Hathidehek the Shadeire (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +2 Cun dps ---------- Spell.crit +4% Mind.crit +4% Dmg.mod +3% darkness +6% cold ---------- misc Hate/m.crit +2.00 Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betadhessra the Furnacehunter 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Mag ----- def ----- Defense +6 (+3 eff.) Resists +3% lightning +3% fire +9% acid ---------- misc Vim/ret +3.00 Rings make your fingers look great! |
| On fingers | copper zircon ring0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 9 physical Ranged+ 8 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 19 On Hit (Ranged): * 11% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Resists +6% blight +6% nature +1% all Poison- +11% Disease- +10% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 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 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | protective copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +5 (+3 eff.) Res.Cap +2% all Phys.save +9 (+4 eff.) Amulets make your neck look great! |
| In main hand | potent short yew vilestaff of fate (127% power, 4 apr, darkness element) 3.0 T3 staff 1H weapon [Ego] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +12 (+4 eff.) Dmg.mod +24% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +3 Corrosive Slashes +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Silakira the Dimwar1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +18% darkness Res.pen +10% darkness Melee Ret 4 light ----- def ----- Resists +6% darkness HP.reg +1.30 Heal.mod +13% A belt that goes around your waist. |
| In off hand | Chamolin (0 def, 4 armour, 16.5 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +10% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +25% physical +10% light +25% blight +25% fire +11% darkness Dmg.red +15 blight +15 fire +15 physical Max.HP +60.00 Disease- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Duskpyre' (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% darkness Melee Ret 2 mind 2 blight ----- def ----- Defense +11 (+6 eff.) Resists +6% darkness Phys.save +10 (+4 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | shimmering silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +10% arcane ----- def ----- Resists +13% all ---------- misc Mana/turn +0.10 Max.mana +83.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the duelist (range 3; phase 14; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, fire, arcane, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 light, 3 fire, 5 arcane, 5 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 257; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 unleash a cone dealing 257.24 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
biting gale rune of the wizard (damage 210; dur 4; cd 23)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 210.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
manasurge rune of the wizard (regen 960% over 10 turns; mana 48; cd 16)0.1 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 usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 960% for 10 turns (34 total) and instantly restoring 48 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 spell talent. |
shatter afflictions rune of the sneak (absorb 96; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 96 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 204; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 204 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 57; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Floedare the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +9% blight Amulets make your neck look great! |
copper amulet 'Sootgrind'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +4 Resists +12% darkness Phys.save +3 (+2 eff.) Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
stabilizing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +13% darkness Blind- +20% Amulets make your neck look great! |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+6 eff.) Amulets make your neck look great! |
serendipitous steel amulet of murder0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck dps ---------- Crit.mult +11.00% Acc +14 (+13 eff.) Apr +11 ----- def ----- Defense +9 (+5 eff.) Unseen.red 11% Amulets make your neck look great! |
serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +14 Lck dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 13% Blind- +21% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
Galewell the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +2 Wil +3 Cun +6 Con dps ---------- Mind.pwr +20 (+10 eff.) Mov.spd +10% ----- def ----- Fatigue -7% Resists +21% mind +3% lightning HP.reg +2.00 Confus- +28% ---------- misc Stam/turn +1.10 Psi/ret +0.12 Amulets make your neck look great! |
Zubulle the Glacierjeer0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +6% lightning +12% fire +5% arcane +6% temporal Mind.save +5 (+3 eff.) Confus- +22% Rings make your fingers look great! |
copper ring 'Firesnake'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Resists +9% blight +6% temporal Disease- +20% Confus- +20% Rings make your fingers look great! |
copper zircon ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +1 Resists +1% all Max.HP +40.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +23% ---------- misc Max.enc +21 Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
gladiator's steel ring of warding0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Resists +14% acid +11% fire +13% lightning +10% cold Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 19 On Hit (Ranged): * 12% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +2.00 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 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+8 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +24% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Confus- +26% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
titan's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
arcing short yew starstaff of breaching (120% power, 4 apr, darkness element) =pen=3.0 T3 staff 1H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of channeling (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+6 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.37 Max.mana +32.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
hateful dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Power 126% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness Against +8% Living Sharp, short and deadly. |
vined mindstar 'Raintouch' (83% power, 18 apr, mind damage) =dmg,pen=3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 cold While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +8% mind +14% darkness Res.pen +6% mind +11% darkness Melee Ret 6 cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness Phys.save +4 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) Blind- +14% ---------- misc Equi/ret +0.50 Max.hate +3.00 Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness 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. |
Winterbender the pouch of dwarven-steel shots (49/49, 138% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 138% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 49 Ranged+ +8 light +20 cold On Hit.r1 +20 lightning On Crit.r2 +12 light +8 cold While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of dwarven-steel shots of daylight (18/18, 143% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +17 blight +5 light Against +10% Undead On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 26 Shots are used with slings to pummel your foes to death. |
woollen robe 'Obsidiantouch' (0 def, 0 armour) =pen=2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +3% cold +9% fire Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% fire +15% cold +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenvortex (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +12% darkness +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% darkness +15% mind +11% all Mind.save +22 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shinezeal the cashmere cloak (2 def, 0 armour) =pen=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +20% darkness +10% light ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +12% light +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyire the pair of rough leather boots (5 def, 1 armour) =pen=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Dmg.mod +6% lightning Res.pen +12% temporal +11% darkness +10% physical Acc +20 (+16 eff.) ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +13% temporal +11% darkness +3% physical Def/telep +13 Res/telep +11% Dur/telep +13% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) =4-will=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour) =8-will=1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 acid 4 cold 5 fire 7 arcane 4 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane 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. |
Umbrawinnow (10 def, 1 armour) =pen=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +15% darkness ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +6% lightning Phys.save +18 (+7 eff.) A hat made of leather. Very stylish. |
insulating hardened leather cap of strength (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
iron helm 'Zaleharakan' (10 def, 3 armour) =-sil=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Heal.mod +15% Silence- +20% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour) =breath=3.0 T1 head armor Reqs Heavy armour training [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. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
307 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel pickaxe 'Quenchglean' (dig speed 24 turns) =5-will=3.0 T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +6.0% Mind.crit +7% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind +3% physical Acc +10 (+10 eff.) ----- def ----- Resists +27% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 148.72 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glitterschism [power 100] (23/15 cooldown) =pen=2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% light ----- def ----- Resists +3% lightning +3% light Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Floebreacher' [power 160] (23/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind +20% cold ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Max.hate +8.00 Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 245] (23/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 225] (23/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 232 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (23/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 225 Base Damage: 109 Armor: 0 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of healing [power 116] (23/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Chargehack [power 206] (23/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +5% lightning Sting an enemy dealing 212 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Jetjam [power 27] (23/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Str +6 Dex +3 Cun ----- def ----- Resists +6% darkness +6% cold Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Polivea' [power 122] (23/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ---------- misc Mana/turn +0.04 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvann the Wretchwish [power 245] (23/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +6 Dex dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to reduce strength, dexterity, and constitution by 26 Fire a magical bolt dealing 245 fire damage Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [uruivellas] (25, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (25, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +23% acid +23% darkness +23% blight Dmg.red +13 acid +13 darkness +13 blight Demon status: alive (100% life). The seed of a demon. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ajealile the Shalore Adventurer level 22
78th Haze 122nd year of Ascendancy at 20:45 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ajealile the Shalore Adventurer level 10
8th Flare 122nd year of Ascendancy at 07:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ajealile the Shalore Adventurer level 24
1st Decay 122nd year of Ascendancy at 11:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ajealile the Shalore Adventurer level 20
21st Haze 122nd year of Ascendancy at 23:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ajealile the Shalore Adventurer level 10
8th Flare 122nd year of Ascendancy at 07:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ajealile the Shalore Adventurer level 20
18th Haze 122nd year of Ascendancy at 02:59 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ajealile the Shalore Adventurer level 22
62nd Haze 122nd year of Ascendancy at 01:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ajealile the Shalore Adventurer level 22
78th Haze 122nd year of Ascendancy at 03:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ajealile the Shalore Adventurer level 11
68th Dusk 122nd year of Ascendancy at 11:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ajealile the Shalore Adventurer level 9
10th Mirth 122nd year of Ascendancy at 12:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ajealile the Shalore Adventurer level 9
9th Mirth 122nd year of Ascendancy at 06:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ajealile the Shalore Adventurer level 16
77th Dusk 122nd year of Ascendancy at 02:35 see stats
Log
Ajealile casts Twilight Surge.
Ajealile hits Something for 10 to psi, 13 light, 14 to psi, 18 darkness (55 total damage).
Ajealile hits Something for (18 absorbed), 0 light, (25 absorbed), 0 darkness (0 total damage).
Ajealile's Inner Demon manifests!
Ajealile is free from the nightmare.
Ajealile's Beyond the Flesh performs a melee critical strike against Ajealile!
Ajealile resists!
Spikes of Decrepitude hits Ajealile for 6 cold, 10 darkness (16 total damage).
Hymn of Perseverance hits Ajealile for 18 darkness damage.
Ajealile's Beyond the Flesh hits Ajealile for 35 acid, (2 flat reduction), 0 physical, 4 light (40 total damage).
Something hits Ajealile for (201 to bones), 0 darkness (0 total damage).
Something hits Ajealile for (15 flat reduction), 6 fire (6 total damage).
Something hits Ajealile for 251 mind damage.
Ajealile casts Starfall.
Ajealile shrugs off the effect 'Stunned'!
Ajealile hits Something for 43 to psi, 56 darkness (99 total damage).
Ajealile hits Ajealile for 77 darkness damage.
Ajealile has finished recovering.
Ajealile's spell attains critical power!
Ajealile's Beyond the Flesh misses Ajealile.
Ajealile's Beyond the Flesh misses Ajealile.
Spikes of Decrepitude hits Ajealile for 6 cold, 10 darkness (16 total damage).
Hymn of Perseverance hits Ajealile for 18 darkness damage.
Spikes of Decrepitude hits Ajealile for 6 cold, 10 darkness (16 total damage).
Hymn of Shadows hits Ajealile for 31 darkness damage.
Something hits Ajealile for 201 darkness damage.
Something hits Ajealile for 119 darkness damage.
Ajealile the level 24 shalore adventurer was swallowed by the void to death by a Ajealile's Inner Demon on level 2 of Sandworm lair.
A shield forms around Ajealile.






















































































































