
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Gunslinger |
| Level / Exp | 30 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Layirilaith the skeleton magus at level 30 on the 1st Loss 122nd year of Ascendancy at 17:56 / 1 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 83 (base 60) |
| Constitution | 15 (base 11) |
| Magic | 21 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 67 (base 58) |
Resources
| Life | -279/781 |
| Stamina | 147/197 |
| Steam | 67/100 |
| Healing Factor | 1.3160311219418 |
| Regeneration | 41.125972560681 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 69 |
| Crit Chance | 38% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 69 |
| Crit Chance | 38% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Physical | +27% |
| Mind | +15% |
| Arcane | +18% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (38.594633868923%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 12 |
| Mental Save | 24 |
Defense: Resistances
| Arcane | + 14%( 70%) |
| Mind | + 25%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 33%( 70%) |
| Cold | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 70% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Stun Resistance | 100% |
| Poison Resistance | 40% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| 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 339 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Salessra the giant red ant. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Physical save +6 (+3 eff.) Pinning Resist +60% Knockbk Resist +10% Teleport Resist +100% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (72 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (123 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 1/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | Flameraider the pouch of dwarven-steel shots (40/40, 148% power, 3 apr) 3.0 Encumbrance T3 shot ammo [Random Unique] Master/Psionic Weapon Damage 149% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 40 On-ranged-hit +16 fire +11 physical On-Hit, radius 1 +16 mind +4 fire On-crit, radius 2 +4 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage While equipped: other ------- Reload +3 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Duvetofast'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% acid defense ------ Resistance +3% light Life +63.00 Life Regen +4.00 Healmod +15% Stun Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Sleetvalor (20 def, 4 armour) 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Accuracy +9 (+2 eff.) defense ------ Armor +4 Defense +20 (+5 eff.) Fatigue +4% Resistance +7% fire +3% physical +17% cold Life Regen +4.00 other ------- EQ when Hit +0.12 Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Salunn the dwarven-steel gauntlets (0 def, 6 armour) 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +5 Dex +4 Cun offense ------ Physical Crit +4.0% Physical Power +20 (+5 eff.) Damage +6% physical Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +6 Fatigue +3% Disarm Resist +70% other ------- Talents +2 Iron Grip Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lighttreason [power 59] (18/20 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% light +18% arcane other ------- Light +2 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Salutira the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% mind +9% fire Physical save +6 (+3 eff.) Life +80.00 Life Regen +3.00 Pinning Resist +10% Stun Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| On fingers | steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Life +59.00 Life Regen +8.00 Healmod +12% Stun Resist +30% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Tinkerer's Twinblaster 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical On-Hit, radius 1 +60 20% chance of physical repulsion Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | hardened leather belt 'Radhuruithel'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +10 (+3 eff.) Damage +9% physical defense ------ Resistance +12% temporal Life +41.00 Life Regen +4.00 A belt that goes around your waist. |
| In off hand | enhanced dwarven-steel steamgun of true flight 4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +5 Str +3 Dex +4 Mag +5 Wil +5 Cun +3 Con offense ------ Physical Crit +8.0% Accuracy +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Chamilin' (18 def, 12 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +12 Defense +18 (+4 eff.) Resistance +5% arcane +24% lightning Physical save +12 (+6 eff.) Life Regen +4.00 Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cyretira (0 def, 4 armour) 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Physical Power +30 (+8 eff.) Damage +15% mind +12% physical Ignore resists +10% physical Accuracy +10 (+2 eff.) defense ------ Armor +4 Resistance +9% temporal +15% mind +9% all Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 158% / cooldown 87%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 110% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 344; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 308; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 163; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 163.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Dazzlewaker'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% nature +5% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +6% nature +12% fire +6% light +12% cold other ------- Light +1 Amulets make your neck look great! |
mindweaver's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +3 Mag offense ------ Mindpower +6 (+3 eff.) Spellpower/crit +3 defense ------ Mind save +7 (+3 eff.) Confus Resist +13% other ------- Mana/turn +0.10 Max mana +20.00 Amulets make your neck look great! |
steel amulet 'Aircrypt'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +27% lightning +6% mind Ignore resists +15% lightning +20% light +10% mind defense ------ Fatigue -6% Resistance +9% light +6% lightning Life Regen +2.00 Amulets make your neck look great! |
Carrionhue the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% darkness +3% light +9% nature Ignore resists +20% darkness When Hit 2 nature defense ------ Resistance +3% darkness +6% nature Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
Glarewar the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +2 Wil +4 Cun +4 Con offense ------ Damage +12% mind Accuracy +6 (+1 eff.) defense ------ Resistance +12% mind +3% light Physical save +8 (+4 eff.) other ------- See Invisibility +3 Rings make your fingers look great! |
Hurykan the Snowwisp0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +2 Cun offense ------ Damage +11% mind +9% cold defense ------ Resistance +6% acid +18% cold +11% mind +9% nature Rings make your fingers look great! |
Torchmaster0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +30% acid +24% fire Ignore resists +10% light defense ------ Resistance +6% acid Life +26.00 Disarm Resist +24% Pinning Resist +26% Knockbk Resist +30% Rings make your fingers look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +10% Disease Resist +12% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of blight (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +10% blight defense ------ Armor +4 Resistance +10% blight Rings make your fingers look great! |
warrior's steel ring of fire (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +12% fire defense ------ Armor +6 Resistance +24% fire Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 62.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Morningrip (129% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 130% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +8 light +14 temporal While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) Ignore resists +20% light When Hit 10 lightning defense ------ Resistance +12% temporal Spell save +6 (+6 eff.) other ------- Light +3 Massive two-handed mauls. |
Manylarig the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 lightning On-Hit, radius 1 +4 mind While equipped: offense ------ Damage +11% lightning +6% temporal Ignore resists +14% all Accuracy +13 (+3 eff.) Ignore Armor +10 defense ------ Resistance +6% temporal Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Bileborn'4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +6 cold While equipped: offense ------ Physical Crit +2.0% Damage +11% cold +3% nature +3% temporal Ignore resists +9% all Accuracy +10 (+2 eff.) Ignore Armor +7 On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% nature Slings are used to hurl stones or metal shots at your foes. |
Eratar the Floeenvy (124% power, 0 apr) =5m=3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: Stats +2 Str +5 Mag +6 Cun offense ------ Damage +9% cold Ignore resists +15% cold When Hit 4 nature defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +8% Life +63.00 other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ce'Neda the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Spellpower +25 (+13 eff.) Spellpower/crit +4 Ignore resists +20% arcane defense ------ Physical save +8 (+4 eff.) Spell save +6 (+6 eff.) other ------- Max mana +40.00 Size +1 A belt that goes around your waist. |
Chamahek the hardened leather belt =5m=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Dex +5 Mag +2 Wil +1 Con defense ------ Resistance +8% fire +9% mind +7% cold other ------- Infravision +2 A belt that goes around your waist. |
Isywyn1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+2 eff.) Resistance +6% cold Life +31.00 Healmod +20% Pinning Resist +20% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =wtr=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Frigidnail (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +15% darkness +3% nature Ignore resists +5% cold When Hit 4 nature 8 cold defense ------ Defense +2 (+0 eff.) Resistance +12% blight +9% cold +13% nature Life Regen +6.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Khelukath' (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Con defense ------ Defense +7 (+2 eff.) Resistance +9% mind Physical save +10 (+5 eff.) Life +100.00 Pinning Resist +20% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Balirek' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +0% lightning Mind save +9 (+4 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanathra the Rootmaster (4 def, 3 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Mag +6 Wil +6 Con offense ------ Spell Crit +2% Spellpower/crit +4 Damage +17% lightning +21% physical +18% nature +12% cold Ignore resists +5% nature When Hit 8 blight defense ------ Armor +3 Defense +4 (+1 eff.) Resistance +10% lightning +9% cold +13% all Physical save +20 (+10 eff.) Poison Resist +29% Disease Resist +33% other ------- Vim-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of nature (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% nature defense ------ Resistance +15% nature +9% all other ------- Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +1 Cun +1 Con defense ------ Armor +3 Physical save +10 (+5 eff.) Mind save +13 (+6 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Porelaith (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +6% blight +9% temporal Life Regen +8.00 Blind Resist +20% Stun Resist +20% other ------- Stamina/turn +1.00 Max stamina +22.00 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Turumas (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% darkness Physical save +9 (+4 eff.) Unlife -20.00 life Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Isokira (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +3 Wil +4 Cun +4 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +6% cold +6% fire Physical save +10 (+5 eff.) Mind save +8 (+4 eff.) Life +40.00 Healmod +15% Stun Resist +20% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
elven-silk wizard hat 'Layuriawe' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +7% Mindpower +10 (+5 eff.) Damage +6% temporal +16% light +18% mind defense ------ Defense +3 (+1 eff.) Resistance +9% temporal +24% light +10% mind Physical save +12 (+6 eff.) Mind save +12 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi/turn +0.33 Max psi +22.00 A pointy cloth hat, very wizardly... |
4 agate0.0 Encumbrance 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. |
219 alchemist agate0.0 Encumbrance 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 Encumbrance 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 42/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Adiselaith2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Accuracy +5 (+1 eff.) defense ------ Armor +4 Defense +20 (+5 eff.) Mind save +7 (+3 eff.) Pinning Resist +10% other ------- Max stamina +10.00 Light +3 See Stealth +8 See Invisibility +7 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. |
Morningpall the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Con offense ------ Damage +9% light Accuracy +10 (+2 eff.) defense ------ Defense +20 (+5 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
Arukira the Ravenbolt (22/22, 156% power, 8 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master Weapon Damage 156% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +10.0% Capacity 22 Projectile Speed +200% Ignore Shields +30% On-ranged-hit +14 cold +20 darkness On-crit, radius 2 +8 cold On Hit: * 20% chance to reduce damage dealt by 16% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (21/21, 142% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +8 nature Shots are used with slings to pummel your foes to death. |
powerful air recycler0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
Getyregodrasta the Noonspike [power 206] (18/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Armor +12 Resistance +9% blight +9% cold Life +60.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 242] (18/15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Bleh the Drem Gunslinger level 8
2nd Acquisition 122nd year of Ascendancy at 16:08 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Bleh the Drem Gunslinger level 27
36th Dearth 122nd year of Ascendancy at 20:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bleh the Drem Gunslinger level 23
2nd Dearth 122nd year of Ascendancy at 09:53 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bleh the Drem Gunslinger level 26
29th Dearth 122nd year of Ascendancy at 22:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bleh the Drem Gunslinger level 10
6th Profit 122nd year of Ascendancy at 21:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bleh the Drem Gunslinger level 20
5th Wealth 122nd year of Ascendancy at 09:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bleh the Drem Gunslinger level 30
1st Loss 122nd year of Ascendancy at 07:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bleh the Drem Gunslinger level 7
27th Voratun 122nd year of Ascendancy at 13:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bleh the Drem Gunslinger level 11
9th Profit 122nd year of Ascendancy at 23:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bleh the Drem Gunslinger level 24
7th Dearth 122nd year of Ascendancy at 14:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bleh the Drem Gunslinger level 17
39th Profit 122nd year of Ascendancy at 23:30 see stats
Log
Bleh uses Infusion: Movement.
Bleh is moving at extreme speed!
Bleh uses Lighttreason!
Bleh slows down.
The shield around Layirilaith the skeleton magus crumbles.
Neregamira the armoured skeleton warrior uses Emergency Steam Purge.
Layirilaith the skeleton magus resists the blinding light!
Bleh shrugs off the effect 'Blinded'!
Bleh seems more focused.
Entropic Gift from Layirilaith the skeleton magus hits Bleh for (15 flat reduction), 0 temporal, (16 flat reduction), 0 darkness (0 total damage).
Burning from Layirilaith the skeleton magus hits Bleh for (68 flat reduction), 0 fire (0 total damage).
Neregamira the armoured skeleton warrior hits Bleh for (92 flat reduction), 151 fire (151 total damage).
Neregamira the armoured skeleton warrior hits Layirilaith the skeleton magus for 270 fire damage.
Layirilaith the skeleton magus casts Disjointed Mind.
Bleh wanders around!
Layirilaith the skeleton magus casts Netherblast.
Layirilaith the skeleton magus's spell attains critical power!
Bleh deflects the projectile from Layirilaith the skeleton magus to the southwest!
Layirilaith the skeleton magus is wasting away!
Bleh ignites his Anti-Gravity Boots, creating a blast of fire that engulfs him spectacularly!
Bleh is knocked back!
Bleh hits Bleh for (19 flat reduction), 0 fire (0 total damage).
Layirilaith the skeleton magus loses 4 health to the entropy.
Entropic Gift from Layirilaith the skeleton magus hits Bleh for (17 flat reduction), 0 temporal, (27 flat reduction), 0 darkness (0 total damage).
Burning from Layirilaith the skeleton magus hits Bleh for (34 flat reduction), 0 fire (0 total damage).
Layirilaith the skeleton magus's Netherblast hits Bleh for (92 flat reduction), 146 temporal, (92 flat reduction), 201 darkness (347 total damage).
Bleh the level 30 drem gunslinger was swallowed by the void to death by Layirilaith the skeleton magus on level 3 of Ruined halfling complex.
Bleh deactivates his cloak's restoration systems.

















































































































