











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/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 1.7.3Official 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:
Embers of Rage 1.7.3Official 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:
Better Item Description 1.7.2This 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 1.7.0Combines 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: Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 21 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Aruthra the umbral horror at level 21 on the 41st Haze 122nd year of Ascendancy at 04:19 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 17 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 66 (base 45) |
| Willpower | 54 (base 31) |
| Cunning | 23 (base 20) |
Resources
| Paradox | 2933 |
| Mana | 440/440 |
| Psi | 182/333 |
| Vim | 172/200 |
| Life | -456/202 |
| Positive | 76/110 |
| Stamina | 206/270 |
| Soul | 10/10 |
| Healing Factor | 1.1499022211821 |
| Regeneration | 16.386106651845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Blight | +13% |
| Arcane | +5% |
| Cold | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20.118138619369 (56.297102139833%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 21 |
| Physical Save | 22.4 |
| Spell Save | 36 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 35%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 30%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Bleed Resistance | 85% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 92% |
| Poison Resistance | 80% |
| Disarm Resistance | 20% |
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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 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. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| Psionic focus | Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +23.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +34.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Quiver | Ravensun the quiver of elm arrows (19/19, 122% power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +16 darkness +4 cold On Crit.r2 +4 mind +8 cold Arrows are used with bows to pierce your foes to death. |
| On hands | Yarokath the Sewerjustice (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane 5 cold Dmg.mod +5% arcane +6% cold Acc +6 (+3 eff.) ----- def ----- Armour +2 Resists +6% cold +4% arcane +6% nature Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +20% Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | rough leather hat 'Unredolar' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
| On feet | Bethanne the Radiancesever (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% light Die.at -20.00 life Max.HP +20.00 HP.reg +4.00 Cut- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 A pair of boots made of leather. |
| Tool | supercharged ash totem of healing [power 218] (7/17 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% ---------- misc Vim/ret +2.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex +8 Mag +5 Wil +1 Cun dps ---------- Phys.crit +2.0% Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+2 eff.) Melee+ 13 light Ranged+ 19 light Dmg.mod +13% light Acc +8 (+4 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Ivebrera0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag dps ---------- On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +12% lightning +3% blight Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | Skullcleaver (120% power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight ---------- misc Talents +3 Flame Bolts A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | rough leather belt 'Gunideldil'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- Resists +6% lightning +9% acid Spell.save +12 (+4 eff.) HP.reg +4.00 A belt that goes around your waist. |
| In off hand | icy steel shield of cold resistance (+21%) (0 def, 4 armour, 102% power, 37.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- Melee+ 7 cold Melee Ret 3 ice ----- def ----- Armour +4 Fatigue +8% Resists +21% blight +15% cold +21% physical +21% fire Dmg.red +11 blight +11 fire +11 physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | steel mail armour 'Turaregogen' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +5 Wil +4 Cun +3 Con dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% temporal Mind.save +11 (+5 eff.) Max.HP +43.00 HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
Inventory
blink rune of the sneak (range 3; phase 14; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 19 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 4; phase 14; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 615% over 10 turns; mana 31; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 615% for 10 turns (15 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 121; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 3 turns. 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. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 119; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 119 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 174; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 174 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Air Recycler0.1 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: 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: Back Support0.1 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. |
3 schematic: Explosive 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. |
2 schematic: Flare 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. |
2 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. |
2 schematic: Frost 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. |
4 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: Grounding Strap0.1 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: Headlamp0.1 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: Healing 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. |
2 schematic: Kinetic Stabiliser0.1 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: Magnetic 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: Mental Stimulator0.1 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: Pain Suppressor 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. |
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 Projector0.1 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: 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 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. |
2 schematic: Spring Grapple0.1 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: Steamgun0.1 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: 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. |
3 schematic: Thunderclap Coating0.1 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: 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. |
Tulachak0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Cun +4 Con dps ---------- Res.pen +5% mind Melee Ret 6 physical ----- def ----- Resists +14% mind Phys.save +9 (+4 eff.) Confus- +20% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
savior's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+7 eff.) ---------- misc Mana/turn +0.12 Max.mana +20.00 Amulets make your neck look great! |
starlit stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 8 light 9 darkness Dmg.mod +5% light +10% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 9% chance to blind ----- def ----- Resists +15% light +14% darkness Blind- +32% Amulets make your neck look great! |
copper ring 'Xerowe'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +11% nature +6% mind ----- def ----- Resists +22% nature ---------- misc Infravis +3 Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +8 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
short elm starstaff (100% power, 2 apr, temporal element)5.0 T1 staff 1H weapon [Ego] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of shearing (137% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +7 (+3 eff.) Apr +12 Massive two-handed battleaxes. |
plaguebringer's dwarven-steel waraxe of crippling (124% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +15% One-handed war axes. |
balanced stralite waraxe of erosion (140% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Nature/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +24% One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Unrerandil the mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Melee Ret 2 mind ----- def ----- Crit.dmg- 5.00% ---------- misc See.Invis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Uradrarin the Murkcast (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Mind.crit +1% Phys.pwr +20 (+10 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +6% nature ----- def ----- Armour +4 Resists +3% blight Disease- +11% ---------- misc Max.stam +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Nonik' (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 82% 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% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+2 eff.) S.pwr/crit +6 Dmg.mod +3% blight Melee Ret 4 blight ----- def ----- Spell.save +6 (+2 eff.) Heal.mod +10% Heal/summ +21 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Taintweeper4.0 T3 sling 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +3 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +6% fire +3% nature +11% physical Res.pen +20% nature Melee Ret 2 nature ----- def ----- Resists +3% fire ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Samedil the Flashstriker (18/18, 154% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Arcane Power 155% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% Ranged+ +13 blight +20 light On Crit.r2 +8 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
exposing steel shield of the stars (0 def, 4 armour, 101% power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 Melee+ +11 light +12 darkness While equipped: Stats +2 Cun +5 Mag dps ---------- Dmg.mod +12% light +11% darkness On Hit (Melee): * 7% chance to reduce all saves and defense by 24 On Melee Ret: * 13% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Chamumagas the dwarven-steel shield (0 def, 6 armour, 135% power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Nature/Master/Psionic When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +20 blight +20 physical On Hit.r1 +4 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind On shield block: * Cause enemies within radius 6 to bleed for 94 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +16% physical +8% fire +8% cold +8% lightning Shield.near.proj +31 Proj.slow +25% ---------- misc Talents +1 Block Handheld deflection devices. |
icy stralite shield of acid resistance (+15%) (0 def, 8 armour, 154% power, 141 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master When used to Attack: Power 154% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 While equipped: dps ---------- Melee+ 7 cold Melee Ret 10 ice ----- def ----- Armour +8 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
dreamer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +12% mind +7% all Phys.save +11 (+5 eff.) Spell.save +11 (+3 eff.) Mind.save +20 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galorador the hardened leather armour (9 def, 16 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+10 eff.) ----- def ----- Armour +16 Defense +9 (+7 eff.) Fatigue +8% Resists +2% physical Max.HP +41.00 HP.reg +4.00 Heal.mod +14% ---------- misc Max.stam +30.00 A suit of armour made of leather. |
dwarven-steel mail armour 'Voidusher' (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Res.pen +10% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +14 Defense +3 (+3 eff.) Fatigue +5% Phys.save +8 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 A suit of armour made of mail. |
rejuvenating stralite mail armour of implacability (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Master While equipped: ----- def ----- Armour +13 Defense +4 (+4 eff.) Fatigue +6% Phys.save +11 (+5 eff.) HP.reg +3.70 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
dwarven-steel plate armour 'Arowe' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +11 Mag dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +11 Fatigue +22% Resists +24% cold ---------- misc Max.psi +20.00 Infravis +1 A suit of armour made of metal plates. |
pair of rough leather boots 'Polomira' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +1 Resists +9% acid +1% physical +6% blight Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Die.at -20.00 life ---------- misc Max.hate +2.00 A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.70 Max.stam +19.00 A pair of boots made of leather. |
Elatira (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +2 Resists +5% nature Unarmed combat: Power 120% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Icewaker' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Str +5 Mag +3 Cun dps ---------- Res.pen +15% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
grounding hardened leather hat of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal A hat made of leather. Very stylish. |
Blazeblast the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +5.0% Phys.pwr +9 (+5 eff.) Dmg.mod +3% lightning Apr +1 ----- def ----- Armour +3 Fatigue +1% Resists +3% lightning A cap made of leather. |
Gloomprophet (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +1 Con dps ---------- Dmg.mod +9% mind +3% darkness ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.3 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Vilebright the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Mag dps ---------- Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +5% Resists +9% nature +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
2 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
221 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 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.(111 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. |
Quenchlady the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Defense +15 (+10 eff.) Resists +11% nature +3% acid Silence- +20% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 10/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
supercharged elm totem of healing [power 146] (7/20 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
demon seed [fire imp] (25, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (21, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tuffist the Ghoul Adventurer level 21
40th Haze 122nd year of Ascendancy at 04:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tuffist the Ghoul Adventurer level 10
75th Dusk 122nd year of Ascendancy at 02:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tuffist the Ghoul Adventurer level 20
35th Haze 122nd year of Ascendancy at 09:43 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tuffist the Ghoul Adventurer level 1
74th Pyre 122nd year of Ascendancy at 21:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tuffist the Ghoul Adventurer level 10
75th Dusk 122nd year of Ascendancy at 02:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tuffist the Ghoul Adventurer level 17
21st Haze 122nd year of Ascendancy at 17:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tuffist the Ghoul Adventurer level 15
12nd Haze 122nd year of Ascendancy at 15:40 see stats
Log
Talent Block is ready to use.
Shadow casts Blindside.
Shadow resists!
Shadow casts Blindside.
Shadow resists!
Aruthra the umbral horror strikes Tuffist in the darkness (+41% damage).
Tuffist converts damage to paradox!
Tuffist converts some damage to Psi!
Tuffist mentally dismisses some damage!
Tuffist hits Tuffist for 4 healing (1 psi heal), 61 healing (12 psi heal) (0 total damage) [78 healing].
Melee retaliation hits Shadow for 3 cold, 4 temporal (7 total damage).
Melee retaliation hits Aruthra the umbral horror for (3 flat reduction), 0 cold, (4 flat reduction), 0 temporal (0 total damage).
Melee retaliation hits Shadow for 2 cold, 4 temporal (6 total damage).
Shadow hits Tuffist for (27 to psi shield), (11 flat reduction), 4 to psi, (9 turned into osmosis), (7 converted), 17 physical (20 total damage).
Aruthra the umbral horror hits Tuffist for (27 to psi shield), (11 flat reduction), (132 resilience), (36 resonance), 8 to psi, (9 turned into osmosis), (16 converted), 38 physical, (3 to psi shield), 0 to psi, (3 turned into osmosis), (1 converted), 2 cold, (5 to psi shield), 1 to psi, (6 turned into osmosis), (2 converted), 4 acid, (2 to psi shield), (4 flat reduction), 0 fire, (3 to psi shield), (2 dismissed), 0 to psi, (2 turned into osmosis), (1 converted), 1 arcane, (3 dismissed), 0 to psi, (3 turned into osmosis), (1 converted), 2 lightning, (2 to psi shield), (2 dismissed), 0 to psi, (1 turned into osmosis), (0 converted), 1 acid, (3 dismissed), 0 to psi, (3 turned into osmosis), (1 converted), 2 lightning, (2 to psi shield), (1 dismissed), 0 to psi, (1 turned into osmosis), (0 converted), 1 cold, (5 to psi shield), 1 to psi, (6 turned into osmosis), (2 converted), 4 arcane, (5 to psi shield), (7 flat reduction), 0 fire (67 total damage).
Aruthra the umbral horror's creeping dark hits Tuffist for 3 to psi, (9 turned into osmosis), (6 converted), 13 darkness (16 total damage).
Shadow hits Tuffist for (27 to psi shield), (11 flat reduction), 5 to psi, (9 turned into osmosis), (10 converted), 23 physical (28 total damage).
Aruthra the umbral horror throws a concussive punch.
Aruthra the umbral horror performs a melee critical strike against Tuffist!
Tuffist resists!
Aruthra the umbral horror strikes Tuffist in the darkness (+41% damage).
Tuffist converts damage to paradox!
Tuffist converts some damage to Psi!
Tuffist mentally dismisses some damage!
Aruthra the umbral horror hits Tuffist for (27 to psi shield), (11 flat reduction), (255 resilience), 13 to psi, (9 turned into osmosis), (25 converted), 59 physical, (3 to psi shield), (2 dismissed), 0 to psi, (2 turned into osmosis), (0 converted), 1 cold, (5 to psi shield), 1 to psi, (6 turned into osmosis), (2 converted), 4 acid, (2 to psi shield), (4 flat reduction), 0 fire, (3 to psi shield), 1 to psi, (4 turned into osmosis), (1 converted), 3 arcane, (3 dismissed), 0 to psi, (3 turned into osmosis), (1 converted), 2 lightning, (2 to psi shield), 0 to psi, (3 turned into osmosis), (1 converted), 2 acid, (3 dismissed), 0 to psi, (3 turned into osmosis), (1 converted), 2 lightning, (2 to psi shield), (1 dismissed), 0 to psi, (1 turned into osmosis), (0 converted), 1 cold, (5 to psi shield), 1 to psi, (6 turned into osmosis), (2 converted), 4 arcane, (5 to psi shield), (7 flat reduction), 0 fire, (27 to psi shield), (11 flat reduction), (20 resilience), 13 to psi, (9 turned into osmosis), (25 converted), 59 physical (166 total damage).
Aruthra the umbral horror hits Shadow for 0 physical damage.
Aruthra the umbral horror hits Shadow for 0 physical damage.
Aruthra the umbral horror hits Shadow for 0 physical damage.
Melee retaliation hits Aruthra the umbral horror for (3 flat reduction), 0 cold, (4 flat reduction), 0 temporal (0 total damage).
Tuffist the level 21 ghoul adventurer was hacked apart to death by Aruthra the umbral horror on level 3 of Lake of Nur.






















































































































