












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Additional Randart Properties 1.5.10 Verbose Crystal Resonance 1.5.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.6.0Donators/Buyers bonus! Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.6.0This 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 Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 38 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Smufflers at level 38 on the 7th Loss 124th year of Ascendancy at 09:16 / 1 |
Primary Stats
| Strength | 32 (base 14) |
| Dexterity | 12 (base 10) |
| Constitution | 68 (base 60) |
| Magic | 108 (base 60) |
| Willpower | 78 (base 60) |
| Cunning | 21 (base 16) |
Resources
| Life | -90/1099 |
| Mana | 474/795 |
| Steam | 100/100 |
| Healing Factor | 1.3655462184874 |
| Regeneration | 13.996848739496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | -3.5527136788005E-15 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 6 |
| Crit Chance | 15% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Arcane | +15% |
| Cold | -5% |
| All | 0% |
| Darkness | +53% |
| Light | +26% |
| Temporal | +5% |
| Mind | +3% |
| Fire | +22% |
| Lightning | +37% |
Offense: Damage Penetration
| Blight | +35% |
| Lightning | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 50 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 64 |
| Mental Save | 61 |
Defense: Resistances
| Blight | + 30%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 16%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 33%( 70%) |
| Fire | + 44%( 70%) |
| Darkness | + 54%( 70%) |
Defense: Immunities
| Silence Resistance | 82% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 58 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. |
Class Talents
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Arcane elements | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The third valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Shinequencher' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue -6% Resists +3% light +7% cold +7% fire +5% arcane +1% all Phys.save +7 (+2 eff.) ---------- misc Max.enc +32 Max.P.En +5.00 Max.N.En +5.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Lamp of Illusion0.0 T2 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+1 eff.) Rng.Def +4 (+2 eff.) ---------- misc Light +2 Infravis +2 Masteries +0.20 Spell/Illusion This plain looking lamp is not what it seems. |
| On head | Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
| Tool | Flaresmash the elven-wood wand of shielding [power 384] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- S.pwr/crit +10 Dmg.mod +12% fire Res.pen +10% blight ---------- misc Max.mana +40.00 Create a shield absorbing up to 442 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Galeweeper'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +6 Resists +9% lightning +3% cold +3% light Mind.save +12 (+3 eff.) HP.reg +10.00 Blind- +20% Stun/Frz- +40% Rings can have magical properties. |
| On fingers | mule's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -5% Resists +24% lightning ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | grounding hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +7% lightning +8% temporal Mind.save +5 (+1 eff.) A belt that goes around your waist. |
| In main hand | elven-wood magestaff 'Daypunish' (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +5 Mag +5 Wil +2 Lck dps ---------- Spell.crit +4% Spell.pwr +20 (+5 eff.) Melee+ 12 light Dmg.mod +25% lightning +12% blight ----- def ----- Resists +9% blight +9% light ---------- misc Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
| Main armor | elven-silk robe 'Bethaba' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil +1 Cun dps ---------- Spell.crit +7% Spell.pwr +20 (+5 eff.) Mind.pwr +15 (+5 eff.) S.pwr/crit +4 Dmg.mod +16% light +3% mind +38% darkness ----- def ----- Resists +28% darkness +15% all Silence- +32% ---------- misc Psi/m.crit +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 11/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 142.98 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 5; 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 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 59; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 59 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -203; dur 5; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -203 life. The duration and life will increase by 1% for every 1% life you have lost (currently 423 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 108; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 184; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
magic missile rune (58 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 58 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 10; resist 14%; move 37%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 37% faster, and you are invisible (power 10). 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] [can be learnt] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 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! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 55.95 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! 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] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+1 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] The pinnacle of steamguns technology. Critical strikes with this gun will feel like a massive explosion of flames! And it actually will be one! Requires talents: - Smith (3) - Explosives (5) - Mechanical (2) Requires ingredients: - mechanical core (1) - lump of iron (40) Requires items: - fire opal - pearl - incendiary groove - diamond - bloodstone Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets can have magical properties. |
clarifying steel amulet of perfection (0.15 Spell / Arcane elements,0.15 Spell / Meta)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +14% mind Confus- +24% ---------- misc Masteries +0.15 Spell/Arcane elements +0.15 Spell/Meta Amulets can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+11 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Boredas the ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +9% Crit.mult +17.00% Spell.pwr +6 (+2 eff.) Dmg.mod +12% mind +15% fire ----- def ----- Resists +6% fire Mind.save +9 (+2 eff.) ---------- misc Psi/m.crit +3.00 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff of blood (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 draining blight While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +3 Hardiness +4% Phys.save +3 (+1 eff.) HP.leech%% +6% HP.leech +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff of dusk (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag 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 +10 (+3 eff.) Dmg.mod +15% lightning Phasing +11% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +5% ---------- misc N.En/turn +0.11 Max.N.En +22.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff of channeling (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +20 (+5 eff.) Dmg.mod +15% arcane ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Mana/turn +0.13 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. |
lifebinding ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +15% darkness ----- def ----- HP.reg +0.60 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash starstaff of warding (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +12 (+3 eff.) Melee+ 18 arcane Dmg.mod +15% physical ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Max.mana +37.00 Wards +2 physical Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
magelord's ash vilestaff of dusk (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +12 (+3 eff.) Melee+ 17 arcane Dmg.mod +15% darkness ---------- misc N.En/turn +0.11 Max.mana +48.00 Max.N.En +21.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (17-20.4 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 130% Mag 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 +13 (+3 eff.) Dmg.mod +17% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of blood (18-21.6 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 18.0 - 21.6 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 draining blight While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +18% temporal ----- def ----- HP.leech%% +6% HP.leech +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of dusk (18-21.6 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 18.0 - 21.6 Physical Uses 130% Mag 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 +9 (+2 eff.) Dmg.mod +18% physical ---------- misc N.En/turn +0.12 Max.N.En +21.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.18 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Spell.pwr +22 (+6 eff.) Melee+ 28 arcane Dmg.mod +30% blight ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking steel battleaxe of crippling (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 19.5 - 29.3 Physical Uses 50% Mag, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% physical Acc +10 (+10 eff.) Apr +10 Massive two-handed battleaxes. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Cautery Sword (40-56 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str 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. |
Mardilar (40.5-56.7 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +16 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Melee+ 8 blight Res.pen +15% arcane ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +30 physical +14% confusion On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+12 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
arcing steel mace of crippling (16-22.4 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Blunt and deadly. |
iron waraxe of vileness (13-18.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 31 One-handed war axes. |
elemental steel waraxe of crippling (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 113 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +7% lightning Res.pen +5% lightning One-handed war axes. |
truestriking steel waraxe of evisceration (16-22.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Master Power 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) Res.pen +7% physical Acc +9 (+9 eff.) Apr +5 One-handed war axes. |
truestriking steel waraxe of projection (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Master/Psionic Power 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% 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) While equipped: dps ---------- Res.pen +7% physical Acc +9 (+9 eff.) Apr +6 One-handed war axes. |
arcing iron dagger of daylight (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Sharp, short and deadly. |
balanced iron dagger of erosion (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 9.5 - 12.4 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
plaguebringer's steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 17.5 - 22.8 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
voratun ritual blade 'Toxinoblivion' (40-52 power, 9 apr) voratun ritual blade 'Toxinoblivion' (40-52 power, 9 apr)1.0 T5 ritual blade 1H weapon Reqs Dex 38 [Random Unique] Master Power 40.0 - 52.0 Physical Uses 95% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Dmg.mod +4% physical Res.pen +9% physical Apr +8 On Hit (Melee): * 10% chance to slow global speed by 57% On Mind Hit: 5% Slime Spit 1 On Mind Hit: 5% Distortion Bolt 1 Sharp, short and deadly. |
keeper's ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +15% lightning +14% physical +15% temporal Res.pen +9% temporal +9% physical ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
steady ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Res.pen +9% all Acc +19 (+16 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+5 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Glacia4.0 T4 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
flaming quiver of ash arrows of amnesia (13/13, 20-28 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 13 On Hit.r1 +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots of corruption (19/19, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego++] Arcane/Psionic Power 21.5 - 25.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +12 physical On Hit: 20% Curse of Vulnerability 2 On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Skeletal Parry (10 def, 4 armour, 40 block)7.0 T2 shield armor [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 326 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
corrosive steel shield of resistance (0 def, 4 armour, 41 block)7.0 T2 shield armor [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 41% ----- def ----- Armour +4 Fatigue +8% Resists +18% acid +6% fire +7% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Mind.save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+27%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +18% lightning ----- def ----- Resists +27% lightning +9% all Mind.save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane +7% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +6% temporal +5% arcane +5% all ----- def ----- Resists +9% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +8% blight +9% all Max.HP +47.00 HP.reg +2.30 Heal.mod +14% Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +5% blight +9% all Max.HP +40.00 HP.reg +1.80 Heal.mod +13% Poison- +24% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+8 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
enlightening steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) A suit of armour made of mail. |
radiant steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +15% cold +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant steel mail armour of command (8 def, 10 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +10 Defense +8 (+3 eff.) Fatigue +12% Resists +10% blight +10% darkness Mind.save +13 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +20.00 HP.reg +5.00 Heal.mod +11% ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
grounding rough leather belt of recklessness1.0 T1 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +11% temporal Spell.save +6 (+2 eff.) Def/telep +12 Res/telep +10% Dur/telep +11% ---------- misc Max.mana +40.00 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. |
cashmere cloak 'Freezebearer' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% acid Res.pen +5% cold Acc +33 (+23 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Max.HP +58.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Heatjeer' (2 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +2 Cun ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +18% cold +12% fire Crit.dmg- 15.00% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 72 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
rough leather hat 'Chargekin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Melee+ 4 arcane Dmg.mod +6% arcane ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
cleansing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +5 Mag +5 Wil +4 Con dps ---------- Spell.crit +3% Phys.pwr +4 (+0 eff.) Melee+ 8 temporal Dmg.mod +9% blight +10% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +3% physical ---------- misc Stam/turn +1.00 Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 27, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
channeler's granite wardstone of the seas channeler's granite wardstone of the seas1.0 T2 wardstone armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Defense +4 (+1 eff.) Resists +6% acid +6% cold +6% physical Dmg.red +2 all D.Red.from +6% Aquatic Proj.slow +15% ---------- misc Mana/turn +1.00 Max.mana +11.00 Wards +1 acid +2 cold +1 physical Talents +2 Ward Handheld warding devices |
hating granite wardstone of the seas hating granite wardstone of the seas1.0 T2 wardstone armor [Ego++] Nature/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +4 (+1 eff.) Resists +5% acid +6% cold +5% physical Dmg.red +2 all D.Red.from +7% Aquatic Proj.slow +15% ---------- misc Hate/turn +0.10 Max.hate +5.00 Wards +1 acid +1 cold +1 physical Talents +2 Ward Handheld warding devices |
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. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
15 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. |
16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
128 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
piercing iron torque of mindblast [power 55] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 55 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cyrigath the steel torque of gale force [power 110] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ---------- misc Psi/ret +0.12 Psi/m.crit +2.00 Max.psi +30.00 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 110 damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Radhugrim the yew wand of lightning storm [power 216] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Wil +1 Lck dps ---------- Mov.spd +10% ----- def ----- Crit.dmg- 10.00% ---------- misc Masteries +0.10 Spell/Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Puts all charms on 15 cooldown 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. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Smufflers the Whitehoof Archmage level 11
36th Retaking 124th year of Ascendancy at 09:18 see stats
Blood on the Moon (Roguelike)
Kill all of the Star Gazers within 7 game turns.By Smufflers the Whitehoof Archmage level 27
5th Dearth 124th year of Ascendancy at 06:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Smufflers the Whitehoof Archmage level 30
44th Dearth 124th year of Ascendancy at 05:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Smufflers the Whitehoof Archmage level 10
34th Retaking 124th year of Ascendancy at 07:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Smufflers the Whitehoof Archmage level 20
49th Pain 124th year of Ascendancy at 13:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Smufflers the Whitehoof Archmage level 30
40th Dearth 124th year of Ascendancy at 03:53 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Smufflers the Whitehoof Archmage level 30
40th Dearth 124th year of Ascendancy at 08:39 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Smufflers the Whitehoof Archmage level 18
24th Revenge 124th year of Ascendancy at 05:22 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Smufflers the Whitehoof Archmage level 32
46th Dearth 124th year of Ascendancy at 04:51 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Smufflers the Whitehoof Archmage level 22
51st Pain 124th year of Ascendancy at 09:55 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Smufflers the Whitehoof Archmage level 17
21st Revenge 124th year of Ascendancy at 22:52 see stats
True Savior (Roguelike)
Freed all the Orc Prides without killing a single mind-controlled orc.By Smufflers the Whitehoof Archmage level 30
40th Dearth 124th year of Ascendancy at 08:39 see stats
Log
Smufflers's cleansing fire area effect hits Smufflers for 47 fire, 39 healing (47 total damage) [39 healing].
Talent Shock is ready to use.
Talent Fireflash is ready to use.
Smufflers casts Fireflash.
Smufflers HEALS from fire damage!
Smufflers's cleansing fire area effect hits Smufflers for 47 fire, 39 healing (47 total damage) [39 healing].
Talent Lightning is ready to use.
Smufflers casts Shock.
Smufflers HEALS from fire damage!
Smufflers's cleansing fire area effect hits Smufflers for 47 fire, 39 healing (47 total damage) [39 healing].
Smufflers casts Lightning.
Smufflers hits Smufflers for 161 lightning damage.
Smufflers HEALS from fire damage!
Smufflers's cleansing fire area effect hits Smufflers for 47 fire, 39 healing (47 total damage) [39 healing].
Talent Command Staff is ready to use.
Smufflers casts Manathrust.
Smufflers hits Smufflers for 169 arcane damage.
Smufflers HEALS from fire damage!
Smufflers's cleansing fire area effect hits Smufflers for 47 fire, 39 healing (47 total damage) [39 healing].
Talent Lightning is ready to use.
Talent Shock is ready to use.
Talent Chain Lightning is ready to use.
Smufflers casts Lightning.
Saving game...
















































































































































