










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Healthbar Top 1.7.6Makes the actor healthbars on top. 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 Items Vault 1.7.6Donators/Buyers bonus! Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Embers of Rage 1.7.4Official 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:
Expanded Shop Inventory 1.7.4Significantly 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. Better Item Description 1.7.4This 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 Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Forbidden Cults 1.7.4Official 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 | Ghoul |
| Class | Wanderer |
| Level / Exp | 20 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Layowyn the gigantic corrosive tunneler at level 20 on the 47th Dusk 122nd year of Ascendancy at 11:11 / 1 |
Primary Stats
| Strength | 33 (base 26) |
| Dexterity | 21 (base 20) |
| Constitution | 25 (base 17) |
| Magic | 46 (base 38) |
| Willpower | 51 (base 48) |
| Cunning | 21 (base 19) |
Resources
| Hate | 100/100 |
| Psi | 102/141 |
| Vim | 81/176 |
| Life | -252/693 |
| Stamina | 276/276 |
| Paradox | 300 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 11.201079332625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 58 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Light | +22% |
| Arcane | +17% |
| Nature | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +20% |
| Mind | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 30.699232954414 (85.404685247777%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 34 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 55%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 42%( 70%) |
| Lightning | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 28% |
| Bleed Resistance | 100% |
| Stun Resistance | 96% |
| Fear Resistance | 100% |
| Disarm Resistance | 32% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 |
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 |
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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Psionic focus | Radhokor the Burnwreath (21-32 power, 2 apr)3.0 T2 battleaxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +4 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Res.pen +5% acid Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Defense +7 (+4 eff.) Disarm- +32% Massive two-handed battleaxes. |
| On hands | spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +8 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Blazebloom (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Max.HP +60.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 A pointy cloth hat, very wizardly... |
| On feet | Armidin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +9% arcane Res.pen +15% acid Melee Ret 4 acid ----- def ----- Armour +1 Resists +3% acid A pair of boots made of leather. |
| Tool | Glaciersweeper the iron pickaxe (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% acid +3% arcane Res.pen +5% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ereleroddarig the Festerobeisance 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light +9% nature Res.pen +15% arcane ----- def ----- Resists +24% light +5% arcane HP.reg +2.00 Silence- +28% Stun/Frz- +23% ---------- misc Mana/turn +0.17 Vim/melee +2.00 Rings make your fingers look great! |
| On fingers | copper ring 'Eclipsepain' 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +12% acid ----- def ----- Resists +9% darkness +3% acid HP.reg +2.00 Stun/Frz- +23% ---------- misc Vim/melee +2.00 Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Bethusetira (14-20 power, 3 apr) 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +1 Cun +3 Mag dps ---------- Spell.crit +3% ---------- misc Equi/ret +0.04 Talents +2 Corrosive Slashes One-handed war axes. |
| Around waist | Zubivena1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Phys.pwr +15 (+5 eff.) Res.pen +10% mind Acc +25 (+7 eff.) ----- def ----- Mind.save +6 (+3 eff.) Max.HP +33.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +19% blight +15% cold +19% physical +29% fire Dmg.red +9 blight +9 fire +9 physical ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | searing iron plate armour of lightning resistance (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 8 acid 9 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +7 Fatigue +22% Resists +10% acid +11% fire +16% lightning ---------- misc Talents +2 Acidic Bath A suit of armour made of metal plates. |
Inventory
medical injector implant of the wizard (efficiency 112% / cooldown 54%)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 112% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune of the wizard (range 5; phase 18; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 191; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 191 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] 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. |
3 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] 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] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] 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: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] 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] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bleakusher0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% light +5% arcane Phys.save +3 (+2 eff.) ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +50% Stun/Frz- +23% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 227 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% light +10% darkness Blind- +21% Amulets make your neck look great! |
Xanowe the Chillveil0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Crit.mult +15.00% Res.pen +10% cold ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Stam/turn +3.00 Max.stam +10.00 Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
arcing steel battleaxe of daylight (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Massive two-handed battleaxes. |
Porewen the Mucuslash (48-72 power, 4 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +32 nature While equipped: Stats +4 Dex dps ---------- Apr +2 ----- def ----- Defense +10 (+5 eff.) Massive two-handed mauls. |
Salytha the Brightschism (27-40 power, 12 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +1.0% Atk.spd 100% Phasing +20% Melee+ +4 fire On Hit.r1 +18 fire On Crit.r2 +8 fire While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind Acc +9 (+3 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +32% Massive two-handed mauls. |
elemental dwarven-steel greatmaul of paradox (44-67 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 temporal On Hit: * Create an explosion dealing 74 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +20% lightning Res.pen +14% lightning ----- def ----- Resists +9% temporal Massive two-handed mauls. |
plaguebringer's dwarven-steel greatsword of crippling (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% ----- def ----- Disease- +17% Massive two-handed swords. |
thought-forged steel greatsword of erosion (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +9 mind On Hit: * 19% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
Gamina (35-49 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Nature/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +19 fire On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +2% Phys.pwr +10 (+4 eff.) All.spd +8% Res.pen +8% fire ----- def ----- Mind.save +9 (+5 eff.) Sharp, long, and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Isserain the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +4.5% Atk.spd 100% Phasing +10% Melee+ +12 acid While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +3% darkness ---------- misc Max.psi +10.00 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. |
horrifying mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +2% darkness ---------- 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. |
Emelymina the Growthhunger (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +15% cold One-handed war axes. |
Winterhunger the iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 cold +7 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Resists +6% acid +3% temporal +3% light One-handed war axes. |
dwarven-steel waraxe of projection (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: One-handed war axes. |
Galeransom1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning Melee Ret 2 lightning ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Size +1 A belt that goes around your waist. |
Cindersorrow (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +5% cold Res.pen +15% temporal +5% arcane +10% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Corruptionquench (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 7 fire Dmg.mod +5% fire Res.pen +5% mind On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Resists +5% fire +3% mind +9% nature Spell.save +10 (+5 eff.) HP.reg +1.00 ---------- misc Stam/turn +1.00 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Acc +14 (+4 eff.) Apr +6 ----- def ----- Armour +2 Resists +5% blight Phys.save +6 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +7 (+4 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Golach the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Mag dps ---------- On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +3 A cap made of leather. |
cashmere wizard hat 'Flowerstreak' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% nature +16% physical Res.pen +20% nature Melee Ret 4 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +16% physical +6% nature A pointy cloth hat, very wizardly... |
rough leather cap 'Wildusher' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +5 (+3 eff.) Melee Ret 2 acid 2 mind On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +1 Fatigue +1% Resists +10% light +11% darkness A cap made of leather. |
Emelethra (0 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +5% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of physical resistance (+12%) (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
demon seed [daelach] (23, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +59% Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (14, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (20, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Teleport- +55% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (18, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (25, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +62% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (16, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: dps ---------- All.spd +13% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (16, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (17, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (66% life). The seed of a demon. |
demon seed [wretchling] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (24, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (14, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 2 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (14, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (22, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (17, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Silence Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (18, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (15, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (16, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +15% acid +15% physical +15% blight Res.pen +8% acid +8% physical +8% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (14, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (20, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (19, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +17% blight +17% fire +17% darkness Res.pen +10% blight +10% fire +10% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (26, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +23% acid +23% darkness +23% blight Dmg.red +13 acid +13 darkness +13 blight Demon status: alive (100% life). The seed of a demon. |
7 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. |
217 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliser0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
evasive elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 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. |
5 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MARS125 the Ghoul Wanderer level 6
4th Flare 122nd year of Ascendancy at 22:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MARS125 the Ghoul Wanderer level 10
5th Dusk 122nd year of Ascendancy at 19:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MARS125 the Ghoul Wanderer level 20
46th Dusk 122nd year of Ascendancy at 11:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MARS125 the Ghoul Wanderer level 5
4th Mirth 122nd year of Ascendancy at 10:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MARS125 the Ghoul Wanderer level 17
35th Dusk 122nd year of Ascendancy at 17:35 see stats
Log
MARS125's acid area effect hits Sandworm burrower for 0 acid damage.
MARS125's acid area effect hits Layowyn the gigantic corrosive tunneler for 19 acid damage.
MARS125's acid area effect hits MARS125 for 23 acid, 52 healing (23 total damage) [52 healing].
Bleeding from MARS125 hits Layowyn the gigantic corrosive tunneler for 49 physical damage.
Melee retaliation hits Layowyn the gigantic corrosive tunneler for 6 acid, 2 cold, 5 fire (14 total damage).
Layowyn the gigantic corrosive tunneler hits MARS125 for (9 flat reduction), 146 physical (146 total damage).
Melee retaliation hits MARS125 for 8 cold damage.
MARS125 hits Layowyn the gigantic corrosive tunneler for 32 acid, 5 darkness, 6 fire, 4 acid, 17 light, 8 arcane, 19 physical, 11 fire (101 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
MARS125 succumbs to heightening fears!
MARS125 becomes paranoid!
MARS125 returns to normal.
MARS125 speeds up.
MARS125 HEALS from acid damage!
Melee retaliation hits MARS125 for 8 cold damage.
Acid Splash from Layowyn the gigantic corrosive tunneler hits MARS125 for 1 acid, 3 healing (1 total damage) [3 healing].
Heighten Fear from Ivysera the white jelly hits MARS125 for 16 mind, 7 darkness (23 total damage).
MARS125's Beyond the Flesh hits Ivysera the white jelly for 24 acid, 4 acid, 8 fire, 9 acid, 25 light, 8 arcane, 4 fire, 19 physical, 16 fire (118 total damage).
MARS125's Beyond the Flesh hits Layowyn the gigantic corrosive tunneler for 30 acid, 2 acid, 6 fire, 4 acid, 17 light, 8 arcane, 3 fire, 19 physical, 11 fire (100 total damage).
MARS125's acid area effect hits Sandworm burrower for 0 acid damage.
MARS125's acid area effect hits Layowyn the gigantic corrosive tunneler for 19 acid damage.
MARS125's acid area effect hits MARS125 for 23 acid, 52 healing (23 total damage) [52 healing].
Rotting Disease from Risen Ghoul hits Layowyn the gigantic corrosive tunneler for 19 blight damage.
Ghoul Rot from MARS125 hits Layowyn the gigantic corrosive tunneler for 11 blight damage.
Bleeding from MARS125 hits Layowyn the gigantic corrosive tunneler for 45 physical damage.
Layowyn the gigantic corrosive tunneler uses Shattering Shout.
Layowyn the gigantic corrosive tunneler hits MARS125 for (9 flat reduction), 225 physical (225 total damage).
MARS125 the level 20 ghoul wanderer was impaled to death by Layowyn the gigantic corrosive tunneler on level 4 of Sandworm lair.

































































































































