















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| 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 1.7.0Donators/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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
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 1.7.0Official 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 | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted cutpurse at level 24 on the 47th Haze 122nd year of Ascendancy at 23:11 / 1 |
Primary Stats
| Strength | 31 (base 14) |
| Dexterity | 21 (base 12) |
| Constitution | 24 (base 12) |
| Magic | 70 (base 48) |
| Willpower | 35 (base 12) |
| Cunning | 62 (base 46) |
Resources
| Mana | 270/385 |
| Life | -433/400 |
| Paradox | 961 |
| Soul | 10/10 |
| Hate | 100/100 |
| Psi | 112/125 |
| Vim | 187/192 |
| Stamina | 219/232 |
| Steam | 100/100 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 2.5138516633574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| Stealth | -7.105427357601E-15 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +25% |
| Light | +40% |
| Temporal | +17% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Temporal | +10% |
| Physical | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 32 (44.574340358689%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 1.1710401681608 |
| Physical Save | 29 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| Mind | + 22%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 39%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 30%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 16% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 112 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 Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. 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 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.' * You've found the needed warg claw. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | elm magestaff of the prodigy (111% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Mag +6 Wil +5 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +6 Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 4/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | linen wizard hat 'Hanigakath' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light +3% lightning Crit.dmg- 15.00% Spell.save +3 (+2 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
| On feet | Bregorak the Ravenresolve (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% temporal Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +3% fire +3% darkness +3% temporal Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
| Tool | iron pickaxe 'Blindbreacher' (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +4% Res.pen +10% light +15% lightning Melee Ret 2 light ----- def ----- Resists +6% light ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 87.71 You won the Ring of Blood trial, and this is your reward. |
| On fingers | solipsist's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 13 light Ranged+ 13 light Dmg.mod +12% light Rings make your fingers look great! |
| Around neck | warmaker's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 7% chance to reduce damage dealt by 21% * 6% chance to blind Amulets make your neck look great! |
| In main hand | steel steamsaw 'Layowyn' (88% power, 0 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Uses 1.0 Steam When used to Attack: Melee+ +12 light +11 darkness While equipped: Stats +3 Str +3 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% temporal +11% light +13% darkness ---------- misc Infravis +1 Talents +3 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Ulfydor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 2 mind ----- def ----- Armour +6 Defense +5 (+3 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Die.at -60.00 life HP.reg +2.00 A belt that goes around your waist. |
| In off hand | Anethel (88% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 131% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Crit.r2 +20 mind Uses 1.0 Steam When used to Attack: Block +40 On Crit.r2 +21 light +15 fire While equipped: Stats +6 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +5% physical On shield block: * Deals 116 light and fire damage to each enemy blocked ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +8% Resists +10% fire +7% light +3% mind Phys.save +7 (+3 eff.) Disarm- +16% ---------- misc Talents +3 Corrosive Slashes +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Sunvice the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +3 Con ----- def ----- Defense +1 (+1 eff.) Resists +6% light Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour of the hero (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +3 Mag +4 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +38.00 A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -641; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -641 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1977 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 151; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 151 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 288; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 298; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 298; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 19%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 21; cd 17)0.1 rune scroll [Normal] 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 21 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. 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 |
shatter afflictions rune of the sneak (absorb 88; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 88 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 |
shatter afflictions rune of the titan (absorb 48; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 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 48 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 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 |
shatter afflictions rune of the warrior (absorb 51; 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 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 51 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 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 |
shielding rune of the wizard (absorb 301; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 301 damage for 4 turns. 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. |
2 schematic: Acid Groove0.1 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: Alchemist's Helper0.1 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: Antimagic 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: 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: 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: Crystal Plating0.1 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: Deflection Field0.1 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: 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. |
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. |
3 schematic: Flash 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: 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. |
2 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. |
2 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. |
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. |
2 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. |
schematic: Iron Grip0.1 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. |
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: Mana Coil0.1 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. |
2 schematic: Moss Tread0.1 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: 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. |
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: Second Skin0.1 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: Spike Attachment0.1 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: 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. |
3 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. |
2 schematic: Toxic Cannister Launcher0.1 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: Waterproof 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: Winterchill 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. |
Glaregrind0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag dps ---------- Res.pen +5% acid Melee Ret 6 light ----- def ----- Heal.mod +11% Cut- +50% ---------- misc Infravis +2 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Ululeran'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con +3 Mag ----- def ----- Resists +3% blight +12% light +11% darkness Blind- +21% ---------- misc Mana/turn +0.08 Amulets make your neck look great! |
stabilizing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +24% Amulets make your neck look great! |
gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+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 140% 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! |
marksman's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% darkness Acc +4 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
marksman's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Acc +4 (+1 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring 'Wildlore'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Res.pen +10% nature Acc +7 (+2 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +8% blight +7% nature +6% mind Mind.save +7 (+3 eff.) Poison- +14% Disease- +12% Confus- +27% Rings make your fingers look great! |
titan's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Morbusbright the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% nature ----- def ----- Defense +8 (+4 eff.) Resists +6% nature Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +48.00 HP.reg +11.00 Heal.mod +12% Rings make your fingers look great! |
elm magestaff 'Skyspiker' (111% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Mind.crit +3% Crit.mult +17.00% Spell.pwr +7 (+2 eff.) Melee+ 17 fire Dmg.mod +10% cold Res.pen +5% lightning ----- def ----- Crit.dmg- 15.00% ---------- misc Psi/ret +0.16 Max.hate +8.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (111% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% 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% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff of fate (111% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +10% lightning ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (120% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel ash magestaff (120% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Master Power 121% 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 +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe (146% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 147% 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: Stats +5 Con dps ---------- Phys.pwr +14 (+7 eff.) Res.pen +10% physical ----- def ----- Disarm- +24% Massive two-handed battleaxes. |
steel greatsword of evisceration (133% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 134% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+4 eff.) Massive two-handed swords. |
warbringer's steel greatsword of enduring (136% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Master Power 137% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Wil +12 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +10% physical ----- def ----- Max.HP +20.00 Disarm- +14% Massive two-handed swords. |
Brandwither the steel mace (118% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: dps ---------- Res.pen +20% blight +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% blight +3% fire Blunt and deadly. |
steel mace (118% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
balanced dwarven-steel mace of massacre (146% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +21% Blunt and deadly. |
dwarven-steel mace 'Bilepower' (149% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Spell.crit +4% ----- def ----- Resists +3% nature ---------- misc Vim/s.crit +2.00 Blunt and deadly. |
chilling steel waraxe (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 cold One-handed war axes. |
Unerring Scalpel (120% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 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. |
Silent Blade (136% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 137% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
steel dagger of erosion (113% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature Sharp, short and deadly. |
Swordbreaker (136% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
hateful dwarven-steel dagger of massacre (139% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Power 139% 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+ +8 darkness Against +7% Living Sharp, short and deadly. |
honing vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 85% 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 +2 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% physical Res.pen +3% physical ----- def ----- Resists +5% physical ---------- 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. |
voratun steamsaw 'Cinderrupture' (88% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Power 154% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +7.0% Atk.spd 100% Block +87 Melee+ +16 cold Uses 1.0 Steam When used to Attack: On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +10% blight Acc +15 (+5 eff.) On shield block: * Cause enemies within radius 6 to bleed for 119 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Defense +10 (+4 eff.) Fatigue +12% Resists +3% fire Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Wards +7 lightning +6 temporal +5 darkness +6 fire +5 nature +6 blight +7 cold +6 arcane +6 light Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! It was corrupted by the digestive sack. |
Stormlash (124% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 124% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.67 to 62.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
quiver of ash arrows 'Arcsting' (19/19, 129% power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 130% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +34 lightning On Hit.r1 +16 lightning On Crit.r2 +14 lightning On Hit: * 20% chance to slow global speed by 52% * 20 arcane resource burn Arrows are used with bows to pierce your foes to death. |
Galagasus (0 def, 2 armour, 108% power, 62 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +2.5% Block +62 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% acid +6% mind +15% light Crit.dmg- 10.00% ---------- misc Talents +1 Block Handheld deflection devices. |
Sparktrial the iron shield (0 def, 2 armour, 110% power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +9% lightning +6% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
crackling dwarven-steel shield of the stars (0 def, 6 armour, 142% power, 74.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +12 lightning +10 light +12 darkness While equipped: Stats +2 Dex +3 Mag +6 Cun dps ---------- Dmg.mod +12% light +12% darkness Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dreamer's cashmere robe of the mind (+26%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Resists +12% darkness +26% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +26 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ulfidir (23 def, 17 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Melee+ 5 fire Ranged+ 7 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +17 Defense +23 (+9 eff.) Fatigue +8% Resists +20% lightning +15% fire +6% blight +18% physical A suit of armour made of leather. |
reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +20% acid A suit of armour made of leather. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+2 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
prismatic dwarven-steel mail armour of implacability (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +6% Resists +12% light +12% darkness Phys.save +7 (+3 eff.) A suit of armour made of mail. |
Boltorder the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Resists +12% lightning +6% temporal A belt that goes around your waist. |
Shocktitan the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +24% lightning Melee Ret 4 lightning ----- def ----- Spell.save +6 (+3 eff.) HP.reg +0.70 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
rough leather belt 'Sepsisusher'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Con +1 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +3% nature Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 See.Invis +9 A belt that goes around your waist. |
Mayiwyn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +15 (+5 eff.) Apr +6 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brightbloom' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 10% chance to reduce armor by 33% ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Cyroba (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +5% arcane ----- def ----- Armour +1 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 A pair of boots made of leather. |
Neryba the Heatzeal (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +9% fire Res.pen +15% acid +25% fire ----- def ----- Armour +1 Resists +6% acid +6% fire Phys.save +13 (+6 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +1 Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 105% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Nerygada (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Con ----- def ----- Armour +2 HP.reg +4.00 Blind- +20% Disease- +10% Disarm- +50% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+6 eff.) Unarmed combat: Power 126% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 21 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 113% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 131% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 47 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Eilinorena the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Crit.mult +10.00% Res.pen +5% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane ---------- misc Mana/s.crit +2.00 A hat made of leather. Very stylish. |
werebeast's rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +2 Str +1 Dex +1 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
Unreldir (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +4 Fatigue +5% Die.at -20.00 life ---------- misc Max.stam +20.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Adiriwyn (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +5 Wil +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +8 (+4 eff.) Res.pen +25% mind Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +8% physical +5% arcane Phys.save +10 (+5 eff.) Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
3 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. |
2 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. |
7 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. |
6 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. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
3 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. |
169 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. |
Searonslaught the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Melee Ret 6 fire ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Mana/turn +0.16 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
dwarven-steel pickaxe of quickening (dig speed 21 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 144.25 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pounce Booom the Cornac Adventurer level 20
5th Haze 122nd year of Ascendancy at 16:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Pounce Booom the Cornac Adventurer level 22
44th Haze 122nd year of Ascendancy at 04:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pounce Booom the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 21:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Pounce Booom the Cornac Adventurer level 20
68th Dusk 122nd year of Ascendancy at 20:44 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Pounce Booom the Cornac Adventurer level 21
31st Haze 122nd year of Ascendancy at 13:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Pounce Booom the Cornac Adventurer level 5
77th Pyre 122nd year of Ascendancy at 15:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pounce Booom the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 17:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Pounce Booom the Cornac Adventurer level 14
51st Dusk 122nd year of Ascendancy at 06:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pounce Booom the Cornac Adventurer level 19
68th Dusk 122nd year of Ascendancy at 12:12 see stats
Log
Corrupted cutpurse receives 103 healing.
Lava floor burns Pounce Booom!
Pounce Booom converts damage to paradox!
Corrupted cutpurse hits Pounce Booom for (21 converted), 49 fire (49 total damage).
Pounce Booom deactivates Corrosive Slashes.
You feel your rampage slowing down. (-1 duration)
Pounce Booom switches his weapons to: Bloomsoul
thorny mindstar of storms
aquamarine.
You require a steamsaw for this talent.
Pounce Booom deactivates Grinding Shield.
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
Pounce Booom converts damage to paradox!
Pounce Booom's demonfire area effect hits Pounce Booom for 23 fire damage.
Reality Smearing hits Pounce Booom for (10 converted) damage.
Lava floor heals Corrupted cutpurse!
Corrupted cutpurse receives 103 healing.
Lava floor burns Pounce Booom!
Pounce Booom converts damage to paradox!
Something hits Pounce Booom for (23 converted), 53 fire (53 total damage).
Pounce Booom starts regenerating health quickly.
Pounce Booom stops regenerating health quickly.
Pounce Booom switches his weapons to: steel steamsaw 'Layowyn'
Anethel
elm magestaff of the prodigy.
Corrupted cutpurse deactivates Fearscape.
Pounce Booom converts damage to paradox!
Corrupted cutpurse's Darkfire hits Pounce Booom for (15 converted), 35 fire (35 total damage).
Pounce Booom the level 24 cornac adventurer was roasted to death by corrupted cutpurse on level 1 of Fearscape.
You are brought back from the Fearscape!

























































































































