











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Embers of Rage 1.6.7Official 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Tirakai's Maul at level 20 on the 52nd Haze 122nd year of Ascendancy at 17:11 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 53 (base 48) |
| Willpower | 28 (base 12) |
| Cunning | 48 (base 36) |
Resources
| Mana | 245/254 |
| Psi | 74/78 |
| Insanity | 97/100 |
| Life | -58/530 |
| Positive | 107/107 |
| Stamina | 182/187 |
| Paradox | 300 |
| Healing Factor | 1.21375 |
| Regeneration | 28.057679697374 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 36 |
| Crit Chance | 28% |
| APR | 14 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +6% |
| Physical | +16% |
| Darkness | +30% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Nature | +20% |
| Fire | +5% |
| Darkness | +15% |
| Arcane | +15% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (35.629139072848%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 28 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Light | + 3%( 70%) |
| Nature | + 9%( 70%) |
| Fire | + 12%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 24% |
| Bleed Resistance | 100% |
| Confusion Resistance | 23% |
| Silence Resistance | 22% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 142 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 365 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Aura |
| talent | Shadow Combat |
| talent | Beyond the Flesh |
| talent | Temporal Hounds |
| talent | Thermal Shield |
| talent | Blade Flurry |
| talent | Thermal Aura |
| talent | Kinetic Shield |
| beneficial effect | The target has 17 increased life regeneration. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 27. Intimidated |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)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 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 Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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.' * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. 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 greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | steel greatsword 'Cyridhewyn' (127% power, 2 apr)3.0 T2 greatsword 1H weapon [Random Unique] Nature/Psionic Power 127% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +22 darkness Against +25% Living On Hit.r1 +16 acid +8 temporal While equipped: Stats +10 Con +10 Wil dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +37.00 Massive two-handed swords. |
| Light source | Lorurach the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Res.pen +15% arcane Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Defense +10 (+3 eff.) Resists +5% fire +5% arcane +3% nature ---------- 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 | linen wizard hat 'Balancerip' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +15 (+8 eff.) Res.pen +10% nature +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +7% fire +6% cold ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Silence- +22% Confus- +23% Stun/Frz- +23% A pair of boots made of leather. |
| Tool | Islileba [power 10] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun +1 Wil ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +3 Reveal the area around you, dispelling darkness (radius 10, power 65 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 34. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Xanosetira the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness +12% physical ----- def ----- Armour +4 Resists +20% darkness Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +23% ---------- misc Stam/turn +1.00 Rings can have magical properties. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Cautery Sword (150% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 150% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose 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. |
| On hands | sand rough leather gloves of strength (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Unarmed combat: Power 104% 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% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Foresttaint the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +10% nature Melee Ret 2 nature ----- def ----- Resists +6% nature Max.HP +31.00 A belt that goes around your waist. |
| Cloak | Getabar the Kindlequeller (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +5% darkness +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +12% darkness +3% light Spell.save +3 (+2 eff.) Stealth +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 | Skyblack the cured leather armour (11 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 6 lightning 2 blight ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +7% Phys.save +16 (+8 eff.) Max.HP +33.00 HP.reg +5.40 Heal.mod +12% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 154; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 154 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. |
4 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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: Voltaic 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: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Infernostalker0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Res.pen +15% fire Melee Ret 2 mind Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +12% Amulets can have magical properties. |
Chamysta the Growripper0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Defense +6 (+2 eff.) Resists +6% mind Rings can have magical properties. |
Mardenaridur the steel ring =will=0.1 T2 ring jewelry [Random Unique] Psionic While equipped: Stats +9 Wil +6 Cun +2 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +13 (+6 eff.) Confus- +49% Rings can have magical properties. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 93.53 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (187). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Hazequeen the ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% fire ----- def ----- Resists +12% cold Phys.save +12 (+6 eff.) ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zerurasus the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +12% blight +3% temporal +15% darkness Res.pen +5% blight Melee Ret 2 temporal ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Layaldaba' (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +4 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ---------- misc Mana/turn +0.23 Mana/s.crit +2.00 Vim/s.crit +2.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of warding (117% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +18% fire ----- def ----- Armour +4 Defense +5 (+1 eff.) ---------- misc Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.50 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) Dmg.mod +20% temporal ---------- misc Mana/turn +0.13 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of warding (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +5 Dmg.mod +20% fire ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Wards +2 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hellstreak the steel battleaxe (143% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 144% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 fire While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane +6% fire Massive two-handed battleaxes. |
arcing steel battleaxe of massacre (138% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 139% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Massive two-handed battleaxes. |
manaburning steel battleaxe of massacre (137% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 137% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of paradox (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 139% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Acc +12 (+5 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +10% temporal Disarm- +35% Massive two-handed battleaxes. |
Phoenixreaper (120% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 121% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +6% fire ----- def ----- Mind.save +3 (+1 eff.) Disease- +17% ---------- misc Max.hate +8.00 Massive two-handed mauls. |
iron greatmaul 'Kilnveil' (117% power, 1 apr) =will=5.0 T1 greatmaul 2H weapon [Rare] Nature Power 117% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +9 Wil +1 Cun +9 Con dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +3% mind +9% fire Max.HP +24.00 Massive two-handed mauls. |
elemental steel greatmaul of evisceration (129% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Arcane/Master Power 129% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 31 fire damage (1/turn) On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+5 eff.) Dmg.mod +12% fire Res.pen +7% fire Massive two-handed mauls. |
elemental dwarven-steel greatmaul of shearing (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 152% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 31 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +14% acid +10% all Acc +10 (+4 eff.) Apr +10 Massive two-handed mauls. |
hateful dwarven-steel greatmaul of erosion (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature/Psionic Power 152% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 darkness +10 nature Against +10% Living Massive two-handed mauls. |
elemental steel greatsword (130% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 131% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 31 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid Res.pen +10% acid Massive two-handed swords. |
steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 129% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of erosion (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 125% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature Massive two-handed swords. |
chilling dwarven-steel greatsword of massacre (162% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 162% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 cold Massive two-handed swords. |
thought-forged steel longsword of persecution (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt/Psionic Power 109% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 mind Against +5% Unnatural On Hit: * 11% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +5 Wil Sharp, long, and deadly. |
truestriking dwarven-steel longsword of paradox (129% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 130% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +5 ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
Emilaith (125% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master Power 126% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% arcane Res.pen +7% all +6% physical Acc +14 (+5 eff.) Apr +12 Blunt and deadly. |
hateful steel waraxe of erosion (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature +9 darkness Against +8% Living One-handed war axes. |
vined mindstar 'Blazeprophet' (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 arcane +4 fire While equipped: dps ---------- Mind.crit +2% Spell.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) S.pwr/crit +6 Dmg.mod +13% mind +9% darkness Res.pen +10% fire +7% mind +7% darkness Phasing +20% Melee Ret 6 arcane ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of balance (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
balanced steel steamsaw of resilience (109% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 109% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +6% Max.HP +40.00 Disarm- +21% ---------- 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! |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
swiftstrike yew longbow of fire4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +9 fire While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Dmg.mod +17% fire Longbows are used to shoot arrows at your foes. |
yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +11% all Acc +9 (+4 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
Blasttaint4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +10 fire On Hit.r1 +16 lightning While equipped: Stats +8 Str +2 Con dps ---------- Phys.pwr +14 (+7 eff.) Dmg.mod +9% fire ---------- misc Infravis +1 See.Invis +3 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Pitchsage'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +20 blight On Crit.r2 +7 lightning +10 cold While equipped: dps ---------- Phys.crit +3.0% Mov.spd +20% Dmg.mod +3% darkness Res.pen +8% lightning +10% cold +8% all Acc +21 (+8 eff.) Apr +5 On Hit (Ranged): * 10% chance to reduce damage dealt by 13% Slings are used to hurl stones or metal shots at your foes. |
steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +5 (+2 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating dwarven-steel steamgun of tinkering (+3)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +7 (+3 eff.) Res.pen +7% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of life draining4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 draining blight Uses 2.0 Steam While equipped: dps ---------- Acc +8 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
self-loading pouch of dwarven-steel shots of paradox (10/18, 141% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 142% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Rld cld 4 Ranged+ +8 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
flaming dwarven-steel shield of mind resistance (+13%) (0 def, 6 armour, 89 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% mind ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe of frost (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +9% all +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorulehad the Oakbile (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Mag +5 Wil +4 Con dps ---------- Dmg.mod +24% nature Res.pen +10% light Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +13% darkness +13% mind +11% all Phys.save +11 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +25 (+10 eff.) Poison- +20% Disease- +30% ---------- misc Mana/turn +0.10 Psi/turn +0.18 Light +2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.60 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
hardened leather armour of command (17 def, 11 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +17 (+5 eff.) Fatigue +8% Mind.save +16 (+7 eff.) A suit of armour made of leather. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +14 (+7 eff.) A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +11% blight +18% fire +15% nature A suit of armour made of metal plates. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +5% fire +5% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
enveloping kruk cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +13% darkness +10% temporal Def/telep +14 Res/telep +11% Dur/telep +15% 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. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -6% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +15.00 A pair of boots made of leather. |
Issydir the Freezelash (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 15 mind 16 darkness Dmg.mod +12% cold Res.pen +15% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Resists +6% blight +9% cold Mind.save -12 (-6 eff.) Unarmed combat: Power 117% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Crackleobeisance' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Melee+ 7 blight Dmg.mod +6% blight Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +2 Resists +8% blight +6% lightning +3% acid Unarmed combat: Power 116% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyrip (0 def, 6 armour)1.5 T2 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +9% lightning +9% fire HP.reg +4.00 Heal.mod +20% Poison- +10% ---------- misc Stam/turn +0.80 Max.stam +18.00 Unarmed combat: Power 120% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dragonslayer's rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% fire +6% lightning +6% cold ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Turalamnir the rough leather cap (0 def, 1 armour) =will=2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% temporal A cap made of leather. |
insulating dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
4 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
326 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Emeladatira the ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +3% mind +6% acid Crit.dmg- 15.00% Teleport- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (205 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By King of Town the Cornac Adventurer level 19
51st Haze 122nd year of Ascendancy at 09:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By King of Town the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 08:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By King of Town the Cornac Adventurer level 20
51st Haze 122nd year of Ascendancy at 22:16 see stats
May the 4th be with you!
.By King of Town the Cornac Adventurer level 17
9th Dusk 122nd year of Ascendancy at 04:57 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By King of Town the Cornac Adventurer level 19
25th Dusk 122nd year of Ascendancy at 12:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By King of Town the Cornac Adventurer level 16
4th Dusk 122nd year of Ascendancy at 22:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By King of Town the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 15:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By King of Town the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 21:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By King of Town the Cornac Adventurer level 17
7th Dusk 122nd year of Ascendancy at 02:05 see stats
Log
Poltergeist Tirakai's Maul is free from the tendril.
--------------------------------
King of Town is confused and fails to use Barrier.
Poltergeist Tirakai's Maul performs a melee critical strike against King of Town!
King of Town is recovering from the damage!
Poltergeist Tirakai's Maul hits King of Town for (19 to psi shield), 321 physical (321 total damage).
Melee retaliation hits Poltergeist Tirakai's Maul for 7 lightning, 1 blight, 7 fire, 2 nature (17 total damage).
King of Town's Beyond the Flesh hits Poltergeist Tirakai's Maul for 94 physical, 30 darkness, 3 physical, 23 darkness, 16 acid, 9 temporal, 5 physical, 5 fire, 58 darkness, 4 physical, 20 darkness, 6 physical, 6 fire (278 total damage).
Temporal hound is confused and fails to use Attack.
Temporal hound hits Poltergeist Tirakai's Maul for 24 temporal, 26 physical (50 total damage).
Poltergeist Tirakai's Maul slows down.
King of Town is no longer being stalked by Poltergeist Tirakai's Maul.
Poltergeist Tirakai's Maul hits King of Town for (19 to psi shield), 170 physical (170 total damage).
Melee retaliation hits Poltergeist Tirakai's Maul for 4 lightning, 1 blight, 11 fire, 1 nature (17 total damage).
King of Town the level 20 cornac adventurer was hacked apart to death by a Poltergeist Tirakai's Maul on level 2 of Ruined halfling complex.
--------------------------------
Temporal hound seems more focused.
King of Town has finished recovering.
King of Town deactivates Blade Flurry.
King of Town deactivates Thermal Aura.
King of Town deactivates Beyond the Flesh.
King of Town deactivates Temporal Hounds.
King of Town deactivates Kinetic Aura.
King of Town deactivates Kinetic Shield.
King of Town overcomes the gloom
King of Town deactivates Thermal Shield.
King of Town deactivates Shadow Combat.
Temporal hound seems more focused.
Temporal hound seems more focused.




























































































































