












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select your Escorts 1.6.0Allows 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 1.5.0Official 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 1.5.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This 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 1.6.0Combines 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 1.6.7Official 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 | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinetha the black ooze at level 20 on the 26th Haze 122nd year of Ascendancy at 17:54 / 1 |
Primary Stats
| Strength | 40 (base 26) |
| Dexterity | 26 (base 16) |
| Constitution | 29 (base 12) |
| Magic | 40 (base 31) |
| Willpower | 48 (base 16) |
| Cunning | 48 (base 28) |
Resources
| Steam | 96/100 |
| Hate | 106/106 |
| Equilibrium | 15 |
| Vim | 126/126 |
| Life | -44/688 |
| Psi | 87/108 |
| Stamina | 255/255 |
| Paradox | 227 |
| Healing Factor | 0.37712912388027 |
| Regeneration | 21.435700752241 |
Speed
| Mental | +22.4% |
| Attack | +22.4% |
| Movement | +176.37802907116% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 51 |
| Crit Chance | 29% |
| APR | 2 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 51 |
| Crit Chance | 29% |
| APR | 2 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 19% |
| Speed | 0.81699346405229 |
Offense: Damage Bonus
| Light | +6% |
| Blight | +8% |
| Physical | +12% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 8.5 (43.636363636364%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 13 |
| Physical Save | 28 |
| Spell Save | 36 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Lightning | + 42%( 70%) |
| Physical | + 23%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 45% |
| Poison Resistance | 10% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 821% 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 Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: 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 Willpower stat. |
Class Talents
| Cunning / Poisons | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Augmented mobility | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Bone Shield |
| talent | Agile Gunner |
| talent | Apply Poison |
| talent | Reality Smearing |
| talent | Skate |
| talent | Weapon Folding |
| talent | Yarrrr!! |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 46.47 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 46.40 life per turn. Regeneration |
| detrimental effect | Damage received in the past is returned as 77.23 paradox damage per turn. Reality Smearing |
| detrimental effect | The target is poisoned, taking 51.37 nature damage per turn. Healing received is reduced by 53%. Damage dealt is reduced by 14%. Deadly Poison |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +22% mind speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed warg claw. * You've found the needed green worm. 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 honey tree root. * '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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Erelagen the rough leather sling4.0 T1 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +4 Cun +4 Con ----- def ----- Resists +3% lightning Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Heal.mod +15% Poison- +10% Slings are used to hurl stones or metal shots at your foes. |
| Quiver | high-capacity pouch of iron shots of vileness (47/47, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 111% Range: 1.2x Uses 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 47 Ranged+ +8 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 19 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
| On hands | rough leather gloves 'Furnaceviper' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun +5 Wil dps ---------- Crit.mult +10.00% Res.pen +10% fire Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Disarm- +25% Unarmed combat: Power 95% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 1/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.31 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.31 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | rough leather hat 'Snowwake' (5 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +7 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold Melee Ret 2 physical ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% A hat made of leather. Very stylish. |
| On feet | pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +49.00 HP.reg +6.00 Heal.mod +11% Rings can have magical properties. |
| On fingers | savage's copper ring of misery0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 7 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Spell.save +12 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +13.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | Hettodas0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +1.0% Res.pen +20% physical Apr +1 ----- def ----- Resists +13% lightning +3% blight Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | iron steamgun 'Splendourstriker'4.0 T1 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% blight +6% light ----- def ----- Resists +3% blight Cut- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +6 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
| In off hand | steel steamgun of true shot4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Saloma (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening iron mail armour of thunder (2 def, 4 armour)14.0 T1 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +3 Str +3 Mag +9 Wil +3 Cun dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +5% Phys.pwr +11 (+4 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +11 (+4 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% lightning Mind.save +11 (+4 eff.) A suit of armour made of mail. |
Inventory
medical injector implant of the sneak (efficiency 124% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
wild infusion of the wizard (res 23%; physical; dur 3; cd 11)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 cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; acid, physical, blight, cold, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 3 blight, 5 cold, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 41; dur 4; cd 18)0.1 rune scroll [Normal] 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 unleash a cone dealing 41.49 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 13; resist 19%; move 32%; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 32% faster, and you are invisible (power 13). 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 (absorb 73; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 73 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
4 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: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof 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: 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: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook 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: 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. |
3 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. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
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: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
insulating copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. |
Woetorrent0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Dmg.mod +3% lightning Melee Ret 6 darkness ----- def ----- Resists +6% darkness +14% temporal Phys.save +8 (+4 eff.) Max.HP +31.00 HP.reg +2.00 Pinning- +27% Knockbk- +25% Amulets can have magical properties. |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 13 light Ranged+ 13 light Dmg.mod +10% light Rings can have magical properties. |
marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings can have magical properties. |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Max.stam +11.00 Rings can have magical properties. |
warrior's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
titan's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
Isliyanne the elm starstaff (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +1 Con dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Resists +6% lightning +6% cold +6% darkness Spell.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel longsword of enduring (115% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 115% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +10.00 Sharp, long, and deadly. |
Cautery Sword (150% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 150% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 27% Wil, 33% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
creative vined mindstar of life (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.80 ---------- 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. |
windwalling steel steamsaw of rage (109% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 109% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +8% physical Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% physical Shield.near.proj +10 Proj.slow +12% ---------- 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! |
Dawnoracle4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +8 light On Crit.r2 +8 light On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% light Melee Ret 4 lightning ----- def ----- Resists +15% lightning HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
pouch of iron shots of accuracy (16/16, 110% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 110% Range: 1.2x Uses 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of accuracy (21/21, 167% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Master Power 168% Range: 1.2x Uses 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +6 Crit +7.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +11% darkness +12% mind +9% all Phys.save +11 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +24 (+8 eff.) Max.HP +45.00 HP.reg +1.90 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Eremorab'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Defense +15 (+7 eff.) Resists +3% darkness Stealth +6 Pinning- +20% Stun/Frz- +20% A belt that goes around your waist. |
rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
thick linen cloak of the voidstalker (1 def, 5 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% temporal +12% darkness +11% cold Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightstrike the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light ----- def ----- Armour +3 Resists +6% light Spell.save +3 (+1 eff.) Teleport- +20% ---------- misc Light +1 Infravis +2 A pair of boots made of leather. |
Rimeterror the pair of iron boots (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Crit.dmg- 15.00% Max.HP +100.00 Disarm- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 'Ashhunter' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Fatigue -2% Resists +3% light Phys.save +6 (+3 eff.) Teleport- +10% ---------- misc Max.enc +22 Light +1 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 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% 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. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 101% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Unarmed combat: Power 122% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Gunor the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% acid ----- def ----- Armour +1 Fatigue +1% Silence- +10% Confus- +20% A hat made of leather. Very stylish. |
grounding rough leather hat of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A hat made of leather. Very stylish. |
Treeenvy (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +23 (+8 eff.) Dmg.mod +6% nature Melee Ret 8 nature ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 A pointy cloth hat, very wizardly... |
Xerunn (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Veletta the iron helm (5 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +3% nature Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
127 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. |
Iviremira the Shimmerbutcher2.0 T1 lite [Rare] Nature While equipped: Stats +6 Dex +2 Wil +1 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% mind ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 'Abyssmalice'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% mind +3% fire ----- def ----- Armour +6 Resists +3% nature HP.reg +2.00 Blind- +20% ---------- 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. |
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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Emeluba the iron torque of gale force [power 105] (8/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +3% nature +6% acid Max.HP +40.00 Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 102 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Undeathhunter [power 115] (8/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +8% Melee Ret 4 nature ---------- misc Mana/turn +0.12 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of summon tentacle [power 125] (8/32 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 250 Base Damage: 129 Armor: 1 All Resist: 3 Puts all charms on 32 cooldown Natural totems are made by powerful wilders to store nature power. |
Ce'Nyth [power 115] (8/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +30 (+14 eff.) Resists +3% temporal Phys.save +3 (+2 eff.) Stun/Frz- +20% Teleport- +20% Fire a magical bolt dealing 99 cold damage Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xanebeth the ash wand of conjuration [power 170] (8/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +5 Dex ---------- misc See.Invis +9 Fire a magical bolt dealing 147 fire damage Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By Shooty McShootShoot the Cornac Adventurer level 15
26th Dusk 122nd year of Ascendancy at 11:28 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shooty McShootShoot the Cornac Adventurer level 19
17th Haze 122nd year of Ascendancy at 01:01 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Shooty McShootShoot the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 02:41 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Shooty McShootShoot the Cornac Adventurer level 20
24th Haze 122nd year of Ascendancy at 20:37 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Shooty McShootShoot the Cornac Adventurer level 19
40th Dusk 122nd year of Ascendancy at 08:41 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Shooty McShootShoot the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 18:18 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Shooty McShootShoot the Cornac Adventurer level 19
35th Dusk 122nd year of Ascendancy at 12:21 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shooty McShootShoot the Cornac Adventurer level 17
28th Dusk 122nd year of Ascendancy at 05:26 see stats
You were not supposed to see that! (Madness (Roguelike) difficulty)
Read a Forbidden Tome.By Shooty McShootShoot the Cornac Adventurer level 18
30th Dusk 122nd year of Ascendancy at 20:59 see stats
Log
Deep Wound from Thief hits Shooty McShootShoot for (16 to psi shield), (7 converted), 16 physical (16 total damage).
Deadly Poison from Thief hits Shooty McShootShoot for (18 to psi shield), (26 to bones), (0 converted), 0 nature (0 total damage).
Shooty McShootShoot converts damage to paradox!
Something hits Shooty McShootShoot for (30 to psi shield), (17 converted), 40 physical, (3 to psi shield), (1 converted), 3 nature, (10 to psi shield), (4 converted), 10 physical, (3 to psi shield), (1 converted), 3 light (56 total damage).
Shooty McShootShoot resists Something's 'Dominated'!
Shooty McShootShoot converts damage to paradox!
Something hits Shooty McShootShoot for (30 to psi shield), (15 converted), 36 physical, (16 to psi shield), (7 converted), 17 light, (16 to psi shield), (7 converted), 17 physical, (6 to psi shield), (3 converted), 6 light, (4 converted), 10 darkness, (22 to psi shield), (10 converted), 23 light (109 total damage).
Something performs a melee critical strike against Shooty McShootShoot!
Your hatred grows even as your life fades! (+11 hate)
Something performs a melee critical strike against Shooty McShootShoot!
Your hatred grows even as your life fades! (+9 hate)
Shooty McShootShoot converts damage to paradox!
Something hits Shooty McShootShoot for (30 to psi shield), (50 converted), 116 physical, (30 to psi shield), (42 converted), 98 physical (214 total damage).
Shooty McShootShoot the level 20 cornac adventurer was impaled to death by Eilinetha the black ooze on level 3 of The Maze.
Shooty McShootShoot deactivates Yarrrr!!.
Shooty McShootShoot is no longer out of phase.
Shooty McShootShoot deactivates Reality Smearing.
Shooty McShootShoot deactivates Beyond the Flesh.
Shooty McShootShoot is no longer poisoned.
Shooty McShootShoot recovers sight.
Shooty McShootShoot deactivates Apply Poison.
Shooty McShootShoot's deep wound closes.
Shooty McShootShoot stops regenerating health quickly.
Shooty McShootShoot deactivates Agile Gunner.
Shooty McShootShoot deactivates Weapon Folding.
Shooty McShootShoot is no longer rampaging.
Shooty McShootShoot deactivates Bone Shield.
Shooty McShootShoot deactivates Skate.
Shooty McShootShoot deactivates Thermal Shield.
Shooty McShootShoot deactivates Kinetic Shield.



















































































































