











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 18 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Cyrida the giant army ant at level 18 on the 68th Haze 122nd year of Ascendancy at 09:35 / 1 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 11 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 53 (base 46) |
| Willpower | 11 (base 12) |
| Cunning | 43 (base 30) |
Resources
| Mana | 198/207 |
| Psi | 91/111 |
| Vim | 138/168 |
| Life | -383/414 |
| Stamina | 142/164 |
| Healing Factor | 1.1791723257555 |
| Regeneration | 10.789426780663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Darkness | +32% |
| Blight | +21% |
| Physical | +9% |
| Fire | +75% |
| All | 0% |
Offense: Damage Penetration
| Blight | +14% |
| Darkness | +14% |
| Fire | +14% |
Defense: Base
| Armour (hardiness) | 11 (33%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 3 |
| Physical Save | 17 |
| Spell Save | 34 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 23%( 70%) |
| Darkness | + 48%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 20%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Disarm Resistance | 40% |
| Stun Resistance | 28% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 505 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 blight, 3 physical, 4 mind, 4 nature |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost tinker from death by Eilinyth the skeleton warrior. Escort: lost tinker (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 |
Equipment
| Psionic focus | Glimmermaster the elm magestaff (107% power, 2 apr, fire element) 5.0 T1 staff 1H weapon [Rare] Arcane Power 107% 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% On Hit: 13% Blood Spray 2 While equipped: Stats +1 Cun +2 Mag dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +6% light +13% fire ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Aryretha (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Max.HP +20.00 HP.reg +4.00 Silence- +10% Disarm- +20% Pinning- +10% Unarmed combat: Power 95% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Bethetta2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+7 eff.) ----- def ----- Armour +2 Resists +2% physical Die.at -60.00 life Max.HP +42.00 ---------- misc 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. |
| On head | bladed rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Disease- +15% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. It was changed by the digestive sack. |
| On feet | pair of iron boots 'Sulfurreeve' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to slow global speed by 46% * 20% chance to reduce armor by 33% ----- def ----- Armour +3 Fatigue +2% Resists +3% acid Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | evasive ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) ---------- misc Vim/ret +3.00 You heal for 2.5% of the damage you deal. Healing during current combat: 146.90 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Uleziladan the steel ring 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +11% darkness +11% fire ----- def ----- Resists +22% darkness +22% fire HP.reg +2.00 Stun/Frz- +28% ---------- misc Psi/ret +0.12 Vim/ret +3.00 Max.psi +10.00 Rings make your fingers look great! |
| Around neck | 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." |
| In main hand | earthen ash magestaff of might (111% power, 3 apr, fire element) 5.0 T2 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 +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +2 Hardiness +3% Phys.save +3 (+3 eff.) ---------- misc Talents +1 Flame Bolts +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Prismrupture'1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% light ----- def ----- Mind.save +3 (+3 eff.) HP.reg +0.90 Heal.mod +10% ---------- misc Infravis +1 A belt that goes around your waist. |
| In off hand | Cyrema (0 def, 2 armour, 97% power, 18 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 On Hit.r1 +11 fire While equipped: Stats +4 Cun dps ---------- Melee+ 6 fire Dmg.mod +21% blight +21% fire +21% darkness Res.pen +14% blight +14% fire +14% darkness Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Die.at -20.00 life Max.HP +20.00 Disarm- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Tarrygachak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% cold Spell.save +6 (+3 eff.) HP.reg +2.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Poxsaw' (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% physical +11% fire ----- def ----- Resists +16% fire +6% nature +7% all ---------- misc Stam/turn +3.00 Max.stam +10.00 Talents +2 Blighted Path A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 162; 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 instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. 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. |
wild infusion (res 16%; mental; dur 2; cd 12)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 duelist (res 18%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% 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. |
blink rune of the sneak (range 5; phase 18; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
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) 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. |
manasurge rune of the duelist (regen 718% over 10 turns; mana 36; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 718% for 10 turns (18 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 98; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 135; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 135 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
schematic: Lightning 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. |
2 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: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Flashstone the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Res.pen +15% arcane +10% blight Melee Ret 2 lightning Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Hazekiss0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% light +3% cold Res.pen +20% lightning Melee Ret 8 light 4 cold ----- def ----- Resists +9% cold Amulets make your neck look great! |
Pitchstar of the Blightspawn0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +1 Wil +4 Cun +8 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) Mov.spd +10% Res.pen +5% mind On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 23 * 22% chance to reduce damage dealt by 17% ----- def ----- Fatigue -6% Resists +12% nature +12% blight HP.reg +2.00 Poison- +20% Disease- +20% ---------- misc Stam/turn +0.50 Psi/ret +0.08 Amulets make your neck look great! |
steel amulet 'Gliserin'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Mind.pwr +5 (+3 eff.) Dmg.mod +18% arcane ---------- misc Max.mana +60.00 Max.psi +40.00 Amulets make your neck look great! |
Belubar the Burnglory0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +3% cold Phys.save +6 (+4 eff.) ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
Getugas the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight Phys.save +6 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+6 eff.) Max.HP +20.00 Disarm- +20% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+6 eff.) Rings make your fingers look great! |
savior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +7 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+6 eff.) Rings make your fingers look great! |
warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Armour +6 Defense +8 (+8 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 135% 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! |
Polurin0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Cun dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +15% acid ----- def ----- Armour +6 Defense +10 (+10 eff.) Phys.save +7 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+7 eff.) Rings make your fingers look great! |
elm magestaff 'Winterguile' (100% power, 2 apr, cold 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: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +25% cold Res.pen +25% arcane +25% fire ----- def ----- Resists +5% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Polorenn the Snowcrack (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Nature 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% Crit.mult +20.00% Spell.pwr +6 (+2 eff.) Mind.pwr +30 (+14 eff.) Dmg.mod +15% fire Res.pen +25% cold ----- def ----- Defense +8 (+8 eff.) ---------- misc Light +3 Talents +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 77.33 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. |
ash vilestaff of fate (111% power, 3 apr, blight element)5.0 T2 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 +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +5 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Nature 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% acid ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 104.14 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. |
steel longsword of evisceration (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+3 eff.) Sharp, long, and deadly. |
Poluyavea (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +3 Str dps ---------- Acc +7 (+4 eff.) Apr +2 Melee Ret 4 physical ----- def ----- Defense +5 (+5 eff.) Disarm- +20% One-handed war axes. |
dwarven-steel waraxe of evisceration (124% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+4 eff.) One-handed war axes. |
Xaneth the iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 blight +8 arcane On Hit: * 9% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +2 Cun +4 Dex dps ---------- Res.pen +5% arcane Sharp, short and deadly. |
steel steamsaw (112% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Normal] Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +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! |
steel steamgun of fire4.0 T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: dps ---------- Steampwr +7 (+4 eff.) Dmg.mod +9% acid +10% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Serpentvagrant (16/16, 115% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Arcane Power 115% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +8 temporal +8 light On Hit.r1 +12 nature On Crit.r2 +16 nature On Hit: * 20% chance to slow global speed by 46% * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots (21/21, 137% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 21 On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of erosion (8/17, 132% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Nature/Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 17 Ranged+ +7 nature On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +6% physical Phys.save +11 (+7 eff.) HP.reg +4.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +26.00 HP.reg +5.00 Heal.mod +10% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
impenetrable steel plate armour of cold resistance (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
rough leather belt 'Emeliremina'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +9% acid Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Yarydir'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Defense +9 (+9 eff.) Resists +3% cold Stealth +5 ---------- misc See.Invis +3 A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
Blasthacker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +15% fire ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning Mind.save +3 (+3 eff.) Max.HP +32.00 ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polylera the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Res.pen +10% acid Melee Ret 6 physical ----- def ----- Defense +6 (+6 eff.) Phys.save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +3 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Icenail' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +15 (+7 eff.) Res.pen +15% physical Melee Ret 2 cold ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Saluyassra (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal +3% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
Duskwinnow (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +10 (+5 eff.) Acc +11 (+5 eff.) Melee Ret 4 darkness ----- def ----- Armour +2 Resists +3% nature +3% cold HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +17.00 Unarmed combat: Power 125% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fuludusta the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% temporal Res.pen +20% blight Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +7% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Infravis +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +10.0% Atk.spd 100% Melee+ +14 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str 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 12 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 36 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. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Dayimmortal the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.crit +2.0% Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +3% blight ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
120 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. |
brass lantern 'Cuthirim'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% acid +9% cold +3% mind Phys.save +3 (+3 eff.) Mind.save +5 (+5 eff.) HP.reg +2.00 Heal.mod +5% ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Gylratira'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +3 Con ----- def ----- Mind.save +6 (+6 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +7 See.Invis +9 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. |
Arineg the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- S.pwr/crit +6 ----- def ----- Resists +1% physical Confus- +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
ash totem of healing 'Erirek' [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Acc +15 (+6 eff.) Apr +3 ----- def ----- Armour +4 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
demon seed [water imp] (9, body)0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +1 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (11, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (20, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (17, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (26, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Acidic Bath Demon status: alive (45% life). The seed of a demon. |
demon seed [dolleg] (19, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (19, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (11, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (40% life). The seed of a demon. |
demon seed [fire imp] (23, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (12, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (11, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (14, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (17, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (18, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (14, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (11, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +13% acid +13% physical +13% blight Res.pen +6% acid +6% physical +6% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (20, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +20% acid +20% darkness +20% blight Dmg.red +10 acid +10 darkness +10 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (21, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +21% blight +21% fire +21% physical Dmg.red +11 blight +11 fire +11 physical Demon status: alive (100% life). The seed of a demon. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ruined the Ogre Adventurer level 15
53rd Haze 122nd year of Ascendancy at 12:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ruined the Ogre Adventurer level 10
77th Dusk 122nd year of Ascendancy at 02:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ruined the Ogre Adventurer level 1
74th Pyre 122nd year of Ascendancy at 12:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ruined the Ogre Adventurer level 9
72nd Dusk 122nd year of Ascendancy at 05:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ruined the Ogre Adventurer level 11
5th Haze 122nd year of Ascendancy at 08:27 see stats
Log
Ruined receives 3 healing from Carrion worm mass's wormblight area effect.
Silera the luminous horror's light area effect hits Ruined for (18 to psi shield), (27 absorbed), 0 light (0 total damage).
Silera the luminous horror loses 6 health to the entropy.
Silera the luminous horror returns to normal.
Poison bursts out of Carrion worm mass's corpse!
Carrion worm mass is poisoned!
Deadly Poison from Cyrida the giant army ant hits Carrion worm mass for 24 nature damage.
Deadly Poison from Cyrida the giant army ant killed Carrion worm mass!
Deadly Poison from Cyrida the giant army ant hits Carrion worm mass for 24 nature damage.
Silera the luminous horror casts Prophecy of Ruin.
Ruined is doomed to ruin!
Luminous horror HEALS from fire damage!
Melee retaliation hits Luminous horror for (0 absorbed), 0 fire (0 total damage).
Luminous horror hits Ruined for (8 to psi shield), (12 absorbed), 0 light (0 total damage).
Cyrida the giant army ant uses Venomous Strike.
Cyrida the giant army ant performs a melee critical strike against Ruined!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 17.
Your shield crumbles under the damage!
The shield around Ruined crumbles.
Poison bursts out of Ruined's corpse!
Carrion worm mass is poisoned!
Cyrida the giant army ant performs a melee critical strike against Carrion worm mass!
Ruined is poisoned!
Ruined's Twisted Portal is disrupted by crippling poison!
Ruined's Worm Walk is disrupted by crippling poison!
Ruined's Telekinetic Grasp is disrupted by crippling poison!
Cyrida the giant army ant hits Ruined for (34 to psi shield), (60 absorbed), 50 nature (50 total damage).
Cyrida the giant army ant hits Carrion worm mass for 28 mind damage.
Melee retaliation hits Cyrida the giant army ant for 2 fire, 2 fire (4 total damage).
Ruined the level 18 ogre adventurer was naturalised to death by Cyrida the giant army ant on level 4 of Daikara.




































































































