










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! 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! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 23 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Betylaith the dragon turtle at level 23 on the 5th Dearth 122nd year of Ascendancy at 07:33 / 1 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 36 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 62 (base 50) |
| Willpower | 36 (base 30) |
| Cunning | 33 (base 19) |
Resources
| Mana | 238/403 |
| Psi | 126/126 |
| Vim | 125/198 |
| Life | -235/657 |
| Hate | 56/115 |
| Soul | 6/12 |
| Healing Factor | 1.239902221182 |
| Regeneration | 0.30997555529551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 30 |
| Crit Chance | 31% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 30 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +64% |
| Acid | +15% |
| Light | +28% |
| Temporal | +17% |
| Darkness | +31% |
| Arcane | +6% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 8 (35.65183292883%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 36 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 6%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 19%( 70%) |
| Fire | + 60%( 70%) |
| Lightning | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Teleport Resistance | 10% |
| Confusion Resistance | 90% |
| Disarm Resistance | 20% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsUngrol 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 minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within10 lumberjacks have died. | done |
Equipment
| Psionic focus | ash magestaff 'Gluwen' (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +12 (+3 eff.) Spellpower/crit +6 Damage +15% physical Accuracy +5 (+2 eff.) defense ------ Armor +2 Resistance +3% darkness Unlife -60.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Urthadig (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ Critical power +10.00% Spellpower +15 (+3 eff.) On-Hit 6 temporal On-Ranged-Hit 7 temporal Damage +6% arcane +4% temporal Ignore resists +25% arcane defense ------ Armor +1 Fatigue +1% Resistance +6% temporal other ------- Vim-on-crit +2.00 Max vim +10.00 Light +2 Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern 'Salynor'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun defense ------ Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Life +80.00 Healmod +13% Disease Resist +10% Confus Resist +10% 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 | Shockrace the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Con offense ------ Mind Crit +5% Critical power +15.00% Mindpower +9 (+4 eff.) Damage +28% light +13% temporal +31% darkness +34% physical When Hit 4 physical defense ------ Defense +3 (+1 eff.) Resistance +9% lightning +17% physical +20% darkness +27% light other ------- Max stamina +32.86 Max hate +15.00 A pointy cloth hat, very wizardly... |
| On feet | Lisorivea the pair of iron boots (20 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +3 Defense +20 (+6 eff.) Fatigue +2% Unlife -20.00 life Life +20.00 Silence Resist +21% Disarm Resist +20% Confus Resist +20% Pinning Resist +10% Stun Resist +21% Teleport Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | soothing ash totem of summon tentacle [power 170] (18/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 340 Base Damage: 187 Armor: 2 All Resist: 14 Puts all charms on 25 turn cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +6 (+3 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
| On fingers | copper ring 'Sootdash'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil offense ------ Physical Power +7 (+4 eff.) Spellpower +22 (+5 eff.) Mindpower +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +6% darkness Spell save +12 (+5 eff.) Rings make your fingers look great! |
| Around neck | Betolevea0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +1.0% Damage +15% acid defense ------ Unlife -80.00 life Amulets make your neck look great! |
| In main hand | Blindstrike the ash magestaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +14.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +25 (+5 eff.) On-Hit 22 arcane Damage +15% physical Accuracy +6 (+3 eff.) When Hit 4 blight 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% other ------- Max mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | 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. |
| Cloak | Singehacker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +5.00% Spellpower +20 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% fire Life +32.00 other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
medical injector implant (efficiency 86% / cooldown 51%)0.1 Encumbrance T1 implant scroll [Normal] 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 86% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 69%)0.1 Encumbrance T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] 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 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 460%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 599%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 601% over 10 turns; mana 30; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 601% for 10 turns (195 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 10; blocks 3; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 10 up to 3 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
restful copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
steel amulet 'Neraldana'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +8 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Resistance +14% light +10% darkness Physical save +9 (+4 eff.) Life Regen +2.00 Blind Resist +22% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Issirobers the Hailspiker0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +8 (+2 eff.) Damage +6% cold +12% darkness +6% arcane When Hit 4 cold defense ------ Resistance +24% darkness +5% arcane Silence Resist +24% other ------- Mana/turn +0.18 Rings make your fingers look great! |
Mayaremira0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +8 Str +5 Con offense ------ Physical Power +6 (+3 eff.) Damage +6% acid Accuracy +10 (+5 eff.) defense ------ Armor +8 Resistance +12% lightning +15% fire Rings make your fingers look great! |
Relgulen0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Cun +6 Dex offense ------ On-Hit 14 physical On-Ranged-Hit 16 physical Damage +12% mind Accuracy +7 (+3 eff.) When Hit 6 mind On-Hit (Melee): * 13% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 defense ------ Resistance +5% arcane Blind Resist +32% other ------- Hate-on-crit +2.00 Max hate +8.00 Infravision +3 See Stealth +8 See Invisibility +9 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper ring 'Goreweeper'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+3 eff.) Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% lightning +9% darkness +6% blight Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
Icewilter the iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness Damage Against +8% Living While equipped: Stats +2 Str +2 Dex +4 Mag +3 Wil offense ------ When Hit 4 cold defense ------ Crit Resistance 5.00% Sharp, short and deadly. |
elemental stralite dagger of daylight (136% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 light Damage Against +12% Undead On Hit: * Create an explosion dealing 128 acid damage (1/turn) While equipped: offense ------ Damage +14% acid Ignore resists +14% acid Sharp, short and deadly. |
truestriking voratun dagger (149% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +6 (+3 eff.) Ignore Armor +9 Sharp, short and deadly. |
enhanced steel greatsword (130% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Str +5 Dex +5 Mag +6 Wil +6 Cun +6 Con Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of daylight (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 blight +13 light Damage Against +14% Undead On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 35 While equipped: defense ------ Disease Resist +31% Massive two-handed swords. |
yew starstaff 'Flashzeal' (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +12.00% Spellpower +21 (+4 eff.) Spellpower/crit +4 Damage +20% darkness +12% mind Ignore resists +20% light other ------- Mana/turn +0.24 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
steady dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Accuracy +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
plaguebringer's dwarven-steel waraxe of rage (123% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 35 While equipped: Stats +3 Str offense ------ Damage +6% physical Accuracy +9 (+4 eff.) defense ------ Disease Resist +18% One-handed war axes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Shimmerwedge the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Mindpower +20 (+8 eff.) Damage +3% lightning Ignore resists +15% nature defense ------ Resistance +6% lightning A belt that goes around your waist. |
Flarejeer the linen cloak (6 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +9% fire defense ------ Armor +2 Defense +6 (+2 eff.) Spell save +12 (+5 eff.) Life +20.00 Poison Resist +10% other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Galeriver' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +2 Con offense ------ Critical power +10.00% Accuracy +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Resistance +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scabstinger the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Con offense ------ Damage +29% lightning +8% nature defense ------ Resistance +55% lightning +15% darkness +6% acid +5% arcane +6% nature +15% mind +15% all Physical save +16 (+8 eff.) Spell save +20 (+8 eff.) Mind save +26 (+9 eff.) Poison Resist +37% Disease Resist +34% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Mygorn the pair of rough leather boots (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Resistance +1% physical Unlife -80.00 life Life +20.00 Life Regen +2.00 other ------- Infravision +2 A pair of boots made of leather. |
pair of rough leather boots 'Arthyromigorn' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +2 Cun +2 Con offense ------ Physical Crit +3.0% Damage +3% physical defense ------ Armor +1 Defense +5 (+1 eff.) Physical save +11 (+5 eff.) Mind save +11 (+4 eff.) other ------- Stamina/turn +2.00 A pair of boots made of leather. |
Brenuntir the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +1 Cun offense ------ Critical power +10.00% Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +6% acid Unlife -20.00 life Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 124.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron mail armour 'Neratha' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +3 Dex +3 Con offense ------ Ignore resists +5% mind Accuracy +25 (+11 eff.) defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+4 eff.) A suit of armour made of mail. |
prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +17% cold +15% light +12% darkness A suit of armour made of mail. |
Aeriratha the Murkglamour (12 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +6 Dex +3 Wil +4 Cun offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+4 eff.) Damage +12% darkness When Hit 4 darkness defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +8% Resistance +6% darkness Physical save +11 (+5 eff.) Mind save +15 (+6 eff.) A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 149.76 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +17% fire +11% light +11% darkness A suit of armour made of leather. |
2 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. |
230 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. |
2 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe 'Nihek' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun +2 Con defense ------ Resistance +6% blight +6% fire +6% darkness other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+4 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 9 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
elm totem of stinging [power 116] (18/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Porolle [power 116] (18/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex offense ------ Damage +9% mind Ignore Armor +5 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
3 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 yippee the Drem Adventurer level 7
10th Profit 122nd year of Ascendancy at 06:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By yippee the Drem Adventurer level 22
29th Wealth 122nd year of Ascendancy at 13:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By yippee the Drem Adventurer level 10
19th Profit 122nd year of Ascendancy at 04:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By yippee the Drem Adventurer level 20
16th Wealth 122nd year of Ascendancy at 19:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By yippee the Drem Adventurer level 20
20th Wealth 122nd year of Ascendancy at 19:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By yippee the Drem Adventurer level 7
15th Profit 122nd year of Ascendancy at 09:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By yippee the Drem Adventurer level 10
31st Profit 122nd year of Ascendancy at 22:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By yippee the Drem Adventurer level 17
4th Wealth 122nd year of Ascendancy at 05:57 see stats
Log
Betylaith the dragon turtle's Fan of Knives hits Armoured skeleton warrior for 71 physical damage.
Melee retaliation hits Betylaith the dragon turtle for 5 lightning, 5 lightning, 5 lightning, 5 lightning, 5 lightning (26 total damage).
Betylaith the dragon turtle's Fan of Knives killed Armoured skeleton warrior!
Yippee uses Infusion: Regeneration.
Yippee starts regenerating health quickly.
Something hits Betylaith the dragon turtle for (28 parried), 51 physical, 7 fire (59 total damage).
Betylaith the dragon turtle stops bleeding black blood.
Skeleton master archer's spell attains critical power!
Skeleton master archer's Shoot hits Betylaith the dragon turtle for (28 parried), 58 physical, 7 nature, 15 fire, 99 lightning (179 total damage).
Shadow casts Blindside.
yippee hits Betylaith the dragon turtle for 40 fire damage.
yippee hits yippee for 2 fire damage.
Shadow hits Betylaith the dragon turtle for (28 parried), 5 physical (5 total damage).
Yippee speeds up.
Bleeding from Betylaith the dragon turtle hits yippee for 19 physical damage.
Deadly Poison from Betylaith the dragon turtle hits yippee for 65 nature damage.
Betylaith the dragon turtle receives 28 healing from Deadly Poison from Betylaith the dragon turtle.
Betylaith the dragon turtle activates a prepared device.
Yippee is entangled in razorwire!
Poison bursts out of Yippee's corpse!
Skeleton master archer is entangled in razorwire!
Shadow is entangled in razorwire!
Shadow casts Fade.
Shadow fades!
Betylaith the dragon turtle hits Something for 219 physical damage.
Betylaith the dragon turtle hits Shadow for 0 physical damage.
Betylaith the dragon turtle hits yippee for 194 physical damage.
Betylaith the dragon turtle hits Skeleton master archer for 231 physical damage.
yippee the level 23 drem adventurer was skewered to death by Betylaith the dragon turtle on level 2 of Lake of Nur.







































































































