









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 | Madness Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 22 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Aeryriavea the snow giant boulder thrower at level 22 on the 64th Regrowth 123rd year of Ascendancy at 19:16 / 1 |
Primary Stats
| Strength | 51 (base 12) |
| Dexterity | 24 (base 12) |
| Constitution | 37 (base 12) |
| Magic | 59 (base 51) |
| Willpower | 48 (base 26) |
| Cunning | 35 (base 25) |
Resources
| Mana | 251/416 |
| Psi | 140/316 |
| Vim | 115/184 |
| Life | -391/284 |
| Stamina | 293/333 |
| Soul | 8/10 |
| Healing Factor | 1.3441015905906 |
| Regeneration | 8.4006349411911 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Light | +10% |
| Darkness | +6% |
| Lightning | +12% |
| Cold | +42% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +33% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 39.118138619369 (56.297102139833%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 28 |
| Physical Save | 26.4 |
| Spell Save | 40.8 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 26%( 70%) |
| Acid | + 28%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 17%( 70%) |
| Cold | + 41%( 70%) |
| Lightning | + 61%( 70%) |
| Fire | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Disarm Resistance | 28% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1041% for 10 turns (26 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 79 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. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Ice | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 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 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 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed honey tree root. * You've found the needed green worm. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
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. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| Psionic focus | Hureromitir (182% power, 4 apr)3.0 T5 battleaxe 1H weapon [Random Unique] Arcane/Master Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +16 blight On Crit.r2 +4 blight +8 mind On Hit: 20% Curse of Death 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * Create an explosion dealing 74 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +20% acid Res.pen +28% acid Massive two-handed battleaxes. |
| On hands | Glumitha (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +10% Crit.mult +8.00% Melee Ret 4 temporal ----- def ----- Armour +2 HP.reg +3.00 Disarm- +28% ---------- misc Stam/turn +1.80 Max.stam +45.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 123% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 10% Nightmare 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 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.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Grinerek the Singewish (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +3 Mag +2 Wil +1 Cun +3 Con dps ---------- Spell.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +2 A hat made of leather. Very stylish. |
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | quick elm totem of healing [power 98] (8/10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Armour +8 Resists +30% lightning +6% fire Spell.save +14 (+4 eff.) Pinning- +20% ---------- misc Vim/ret +2.00 Max.stam +17.00 Cannot be unequipped or rerolled until level 24. 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? |
| On fingers | Tarruldil the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Str +6 Dex +2 Con dps ---------- Res.pen +5% physical Acc +8 (+2 eff.) Apr +3 ----- def ----- Armour +6 Spell.save +12 (+3 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around neck | Chillsteel0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Wil +2 Cun dps ---------- Dmg.mod +12% cold Res.pen +5% acid Amulets make your neck look great! |
| In main hand | Dazzleminister (111% power, 3 apr, cold element) 5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +6 (+3 eff.) Resists +6% acid +3% temporal +3% light +3% nature ---------- misc Light +3 Talents +3 Flame Bolts +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 75.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Tempestpierce'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Str +5 Mag +2 Wil dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% nature ----- def ----- Resists +9% lightning Crit.dmg- 5.00% Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield of winter (0 def, 6 armour, 139% power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +14 cold While equipped: Stats +3 Str +5 Dex +2 Wil dps ---------- Acc +4 (+1 eff.) On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | dwarven-steel mail armour 'Blazepain' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% darkness Res.pen +5% light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +9% acid +15% lightning Mind.save +10 (+5 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Inventory
steam generator implant of the psychic (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (die at -434; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 6 turns. While Heroism is active, you will only die when reaching -434 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1463 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -477; dur 6; 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 6 turns. While Heroism is active, you will only die when reaching -477 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1609 life, 20 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. |
movement infusion of the sneak (speed 591%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 419; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 419 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. |
ethereal rune of the sneak (power 17; resist 20%; move 33%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 33% faster, and you are invisible (power 17). 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 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. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 73; 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 73 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 71; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 71 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 |
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: 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. |
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. |
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: 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: Fatal Attractor0.1 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. |
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. |
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: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: 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: Rocket Boots0.1 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: Rustproof 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: 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. |
3 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. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +11% darkness Heal.mod +10% Blind- +22% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 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 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
cleansing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +12% nature +14% blight Poison- +23% Disease- +24% Amulets make your neck look great! |
grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +12% Cut- +50% Stun/Frz- +23% Heal: Puts all charms on 35 cooldown Level 3.0 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 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
warrior's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Ashwarden the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% fire Res.pen +10% fire ----- def ----- Resists +12% lightning +7% physical +9% acid +6% fire Phys.save +8 (+3 eff.) Max.HP +43.00 HP.reg +3.00 Stun/Frz- +27% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Blindstreak0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% darkness +6% mind Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Mind.save +9 (+5 eff.) ---------- misc Vim/ret +0.00 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 3 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 92% 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! |
Noonripper0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +10% light ----- def ----- Resists +12% blight +18% light +6% mind Silence- +23% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Vim/ret +0.00 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Voragavea the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% blight +13% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +5% blight +26% fire +7% nature +5% arcane Poison- +14% Disease- +13% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Confus- +22% ---------- misc Vim/ret +0.00 Rings make your fingers look great! |
marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Confus- +25% Rings make your fingers look great! |
elm starstaff 'Urokaltholathaldil' (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% 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 +3 Str +1 Mag dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light +18% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Balogas the Scabarc (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Mag +8 Wil +7 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% darkness ----- def ----- Resists +12% cold +6% nature +8% darkness HP.reg +4.00 Disease- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shineransom (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +19 (+6 eff.) Dmg.mod +3% blight +20% cold Res.pen +15% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.30 Light +3 Wards +2 cold Talents +1 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Tithel the Chillwaker (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold Res.pen +30% cold ----- def ----- Resists +9% lightning +6% cold +6% nature Spell.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Uralin the iron battleaxe (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 109% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +20 temporal While equipped: dps ---------- Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+5 eff.) Resists +6% cold Mind.save +12 (+6 eff.) Die.at -40.00 life Heal.mod +20% Disarm- +31% Massive two-handed battleaxes. |
arcing steel battleaxe of massacre (141% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Massive two-handed battleaxes. |
Isuda (109% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Crit.mult +13.00% Apr +7 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% blight +3% fire +5% arcane +3% cold Blunt and deadly. |
chilling dwarven-steel dagger of massacre (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 121% 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+ +14 cold Sharp, short and deadly. |
thought-forged dwarven-steel dagger of erosion (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature +13 mind On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
Goruneg the Glaciermaim (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% 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% Melee+ +16 cold On Hit.r1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 6 cold ----- def ----- Resists +12% fire Heal.mod +10% Heal/summ +16 ---------- 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. |
Yvuba the vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Dex +2 Mag dps ---------- Mind.crit +2% Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Mind.pwr +4 (+2 eff.) Melee+ 10 acid Dmg.mod +7% acid Res.pen +7% acid ----- def ----- Resists +7% acid HP.reg +2.00 ---------- misc Light +2 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. |
Chalolar4.0 T1 longbow 2H weapon [Rare] Nature Power 100% Range: 1.1x Uses Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +200% On Crit.r2 +15 lightning +8 cold On Hit: * 10% chance to slow global speed by 50% While equipped: dps ---------- Mov.spd +33% Res.pen +11% lightning +12% cold ----- def ----- Resists +9% nature +6% light Longbows are used to shoot arrows at your foes. |
Fuluthad4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +4 acid On Crit.r2 +8 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: Stats +12 Con +11 Wil dps ---------- Phys.crit +3.0% Res.pen +5% acid +11% all Acc +16 (+5 eff.) Apr +11 On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Max.HP +39.00 Longbows are used to shoot arrows at your foes. |
warden's cured leather sling4.0 T2 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% temporal +6% physical Res.pen +6% temporal +5% physical ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Manogar (22/22, 126% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Nature/Master Power 127% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 22 Ranged+ +17 lightning +8 arcane On Hit.r1 +8 blight On Crit.r2 +11 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * Create an explosion dealing 82 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
Betybremina (0 def, 2 armour, 100% power, 60.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +6.5% Block +60 On Hit.r1 +11 fire While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Melee+ 6 fire Dmg.mod +15% physical Melee Ret 3 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Elenazilakalthomas the Frozenidol (0 def, 6 armour, 137% power, 102 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +102 Melee+ +4 physical On Hit.r1 +4 acid While equipped: Stats +4 Con dps ---------- Acc +15 (+5 eff.) Melee Ret 8 cold ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning +6% acid ---------- misc Talents +1 Block Handheld deflection devices. |
crackling dwarven-steel shield of the stars (0 def, 6 armour, 135% power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +10 lightning +13 light +13 darkness While equipped: Stats +2 Dex +1 Mag +3 Cun dps ---------- Dmg.mod +12% light +13% darkness Melee Ret 9 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Floefoe the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Dmg.mod +12% acid +6% arcane Res.pen +25% cold ----- def ----- Resists +18% acid +7% all Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +11% darkness +11% mind +7% all Phys.save +25 (+10 eff.) Spell.save +11 (+3 eff.) Mind.save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
volcanic hardened leather armour of Eyal (9 def, 13 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+5 eff.) Fatigue +8% Resists +15% fire +10% physical Max.HP +38.00 HP.reg +4.00 Heal.mod +15% A suit of armour made of leather. |
radiant dwarven-steel mail armour of command (8 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +13 Defense +8 (+4 eff.) Fatigue +12% Resists +14% blight +10% darkness Mind.save +13 (+7 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Falagas the Hellswreck1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +15% fire Phasing +10% ----- def ----- Spell.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +1.00 Size +1 A belt that goes around your waist. |
rough leather belt 'Unresandur'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) ---------- misc Max.enc +25 Light +1 A belt that goes around your waist. |
Bethadawe1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +8% acid +12% temporal +9% darkness +7% blight +3% light HP.reg +4.00 A belt that goes around your waist. |
Elelle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% fire +5% arcane +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Garig the Blazeslicer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +9% arcane Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) ---------- misc Vim/s.crit +1.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettasta the Offalwrither (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +20% acid +5% mind +20% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +1 (+1 eff.) Fatigue -3% 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 (+5 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. |
pair of iron boots 'Shocksorrow' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +2 Dmg.mod +6% lightning ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Vim/s.crit +1.00 Max.mana +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Snowtrail' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% cold +1% physical HP.reg +2.00 Heal.mod +12% ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
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 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +5 Dex +2 Cun dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 96% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +11.0% Atk.spd 83% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Skyhash the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +18% acid Mind.save +7 (+4 eff.) ---------- misc Light +2 A hat made of leather. Very stylish. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.50 mind and 12.19 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.50 mind and 2.65 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 4.57 mind and 4.85 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Belesena (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +5 Fatigue +5% Teleport- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.08 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Stokeransom the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex +7 Lck +5 Con dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% mind Res.pen +15% fire ----- def ----- Armour +4 Fatigue +4% Resists +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
3 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
126 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. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Isama (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str ----- def ----- Fatigue -5% Resists +3% mind ---------- misc Equi/ret +0.08 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 (+3 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 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
demon seed [wretchling] (16, finger)0.0 T2 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] (24, 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Never Surrender the Ghoul Adventurer level 21
63rd Regrowth 123rd year of Ascendancy at 05:03 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Never Surrender the Ghoul Adventurer level 17
45th Regrowth 123rd year of Ascendancy at 09:45 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Never Surrender the Ghoul Adventurer level 10
5th Allure 123rd year of Ascendancy at 19:54 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Never Surrender the Ghoul Adventurer level 20
61st Regrowth 123rd year of Ascendancy at 10:07 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Never Surrender the Ghoul Adventurer level 2
24th Haze 122nd year of Ascendancy at 00:32 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Never Surrender the Ghoul Adventurer level 10
5th Allure 123rd year of Ascendancy at 21:11 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Never Surrender the Ghoul Adventurer level 12
24th Regrowth 123rd year of Ascendancy at 23:24 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Never Surrender the Ghoul Adventurer level 17
45th Regrowth 123rd year of Ascendancy at 20:31 see stats
Log
Never Surrender receives 9 healing (3 psi heal) from Blood Splash.
The fabric of time around Mayuyath the snow giant returns to normal.
Mayuyath the snow giant casts Dimensional Step.
Never Surrender resists Mayuyath the snow giant's space-time folding!
Burb the snow giant champion regains their balance.
Burb the snow giant champion is back to normal.
Aeryriavea the snow giant boulder thrower loses 4 health to the entropy.
Aeryriavea the snow giant boulder thrower feels pain again.
Burb the snow giant champion shrugs off the effect 'Frozen'!
Never Surrender HEALS from cold damage!
Never Surrender converts some damage to Psi!
Never Surrender mentally dismisses some damage!
Never Surrender's ice storm area effect hits Burb the snow giant champion for 19 cold damage.
Melee retaliation hits Burb the snow giant champion for 4 temporal damage.
Burb the snow giant champion hits Never Surrender for (19 to psi shield), 6 to psi, 21 physical, (4 to psi shield), (3 dismissed), 1 to psi, 2 nature, (8 to psi shield), 2 to psi, 8 cold, 25 healing (9 psi heal) (40 total damage) [34 healing].
Never Surrender receives 5 healing (2 psi heal) from Carrion worm mass's wormblight area effect.
Mayuyath the snow giant shoots!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Never Surrender!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Never Surrender resists the knockback!
Burb the snow giant champion resists the knockback!
Never Surrender converts some damage to Psi!
Snow giant boulder thrower hits Never Surrender for (22 to psi shield), (100 resilience), 23 to psi, 84 physical (107 total damage).
Snow giant boulder thrower hits Burb the snow giant champion for 220 physical damage.
Never Surrender converts some damage to Psi!
Never Surrender mentally dismisses some damage!
Aeryriavea the snow giant boulder thrower's black hole hits Never Surrender for (12 to psi shield), (9 dismissed), 2 to psi, 7 temporal, 6 to psi, 22 darkness (36 total damage).
Never Surrender the level 22 ghoul adventurer was shadowed to death by Aeryriavea the snow giant boulder thrower on level 4 of Daikara.
You are no longer encumbered.





















































































































