















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 33 / 29% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 103 (base 60) |
| Constitution | 22 (base 15) |
| Magic | 17 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | 756/756 |
| Stamina | 184/184 |
| Steam | 100/100 |
| Healing Factor | 1.5224166372472 |
| Regeneration | 39.157445419754 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | -996 |
| Infravision | 10 |
| See Stealth | 79.566336305226 |
| See Invisible | 79.566336305226 |
| Stealth | 59 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 74 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 80 |
| Accuracy | 74 |
| Crit Chance | 40% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +15% |
| Light | +18% |
| Darkness | +10% |
| Blight | +15% |
| Arcane | +9% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (53.292302510663%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 14 |
| Mental Save | 30 |
Defense: Resistances
| Cold | + 37%( 70%) |
| Acid | + 50%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 19%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 26%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Poison Resistance | 70% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 915% 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 Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Leeching Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.5 and stamina regeneration by 2.0. Soothing Darkness |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 131 - 183 Accuracy: 90 (knife) APR: 15 Crit Chance: +46% Crit mult: 210% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 26 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 failed to protect the injured seer from death by Velildawe the giant blue ant. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Gukira the dire wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 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 fire 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 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. * 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Islothra' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +6 Lck dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% blight Phys.save +9 (+4 eff.) Stealth +6 Die.at -20.00 life Max.HP +60.00 HP.reg +4.00 Pinning- +15% Knockbk- +15% Teleport- +100% A pair of boots made of leather. |
| Quiver | Sunslice the pouch of stralite shots (18/18, 60-73 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master Power 60.5 - 72.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 18 Rld cld 5 On Hit.r1 +8 light +20 acid On Crit.r2 +4 light On Hit: * 20% chance to reduce armor by 20% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dairasus the hardened leather cap (5 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% arcane ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +6% darkness +10% physical Phys.save +9 (+4 eff.) HP.reg +4.00 Heal.mod +20% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A cap made of leather. |
| On hands | Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% ---------- misc Talents +2 Toxic Cannister Launcher Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 22 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 65 addition nature damage over 3 turns (damage based on Cunning). Uses 10 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Tool | Bregukhad the steel torque of mindblast [power 165] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Samegen the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +12% cold Apr +2 ----- def ----- Defense +30 (+6 eff.) Resists +24% cold Die.at -80.00 life Rings make your fingers look great! |
| On fingers | Glowpiety the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Dmg.mod +15% acid Res.pen +10% blight Acc +8 (+2 eff.) Melee Ret 4 light ----- def ----- Resists +30% acid +3% light +6% blight Max.HP +24.00 Disarm- +24% Pinning- +25% Knockbk- +35% ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | Oozetrail0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 11 light 8 darkness Dmg.mod +15% blight +9% nature +8% light +10% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 * 20% chance to slow global speed by 50% On Melee Ret: * 10% chance to reduce damage dealt by 20% * 8% chance to blind ----- def ----- Resists +9% blight Amulets make your neck look great! |
| In main hand | enhanced stralite dagger (28-36 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego+] Nature Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * applies a stacking poison dealing 33 damage per turn While equipped: Stats +7 Str +4 Dex +7 Mag +7 Wil +6 Cun +7 Con Sharp, short and deadly. |
| Around waist | Blazeradiance 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% ----- def ----- Defense +9 (+2 eff.) Stealth +5 ---------- misc Stam/turn +1.00 Max.stam +10.00 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * applies a stacking poison dealing 33 damage per turn * 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 ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | searing hardened leather armour of Eyal (9 def, 6 armour) 9.0 T3 light armor [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 10 acid 13 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% acid +13% fire Max.HP +32.00 HP.reg +10.00 Heal.mod +12% Poison- +50% Disease- +50% Cut- +50% A suit of armour made of leather. |
Inventory
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion (res 21%; mental; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 53; blocks 3; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 3 times. 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 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 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: Explosive Shell0.1 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: Focus Lens0.1 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 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: Fungal Web0.1 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: Iron Grip0.1 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: Rustproof Coating0.1 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: Saw Projector0.1 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: Saw Shell0.1 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: Second Skin0.1 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: Spike Attachment0.1 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: Steamsaw0.1 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: Thunderclap Coating0.1 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: Toxic Cannister Launcher0.1 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: Viral Injector0.1 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 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. |
steel amulet 'Hettelar' =mag=0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Mind.pwr +20 (+8 eff.) S.pwr/crit +8 Dmg.mod +6% arcane +12% temporal ---------- misc Max.mana +100.00 Max.hate +4.00 Amulets make your neck look great! |
steel amulet 'Lustrespitter'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +9% lightning +6% mind Res.pen +25% mind ----- def ----- Fatigue -6% Resists +15% lightning HP.reg +2.00 ---------- misc Light +3 Amulets make your neck look great! |
wanderer's steel amulet =con=0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Airsweeper the gold ring =con=0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 9 physical Ranged+ 22 physical Dmg.mod +18% lightning +20% fire Res.pen +25% lightning On Hit (Melee): * 14% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Resists +28% fire Spell.save +13 (+9 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +16.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Chargeshear the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold Res.pen +15% lightning Acc +10 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Resists +12% lightning +3% darkness +3% blight Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
Snowpower the copper ring =con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Apr +2 ----- def ----- Defense +10 (+2 eff.) Resists +21% cold +1% physical Max.HP +23.00 Disarm- +24% Pinning- +23% Knockbk- +25% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.31 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's gold ring =mag=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+5 eff.) Rings make your fingers look great! |
pixie's copper ring of pilfering =mag=0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+4 eff.) Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
hateful dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, short and deadly. |
Nokor (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 darkness Against +12% Living On Crit.r2 +16 acid While equipped: Stats +3 Str +2 Mag dps ---------- Spell.crit +7% Dmg.mod +6% blight ----- def ----- Crit.dmg- 10.00% ---------- misc Mana/turn +0.24 Massive two-handed swords. |
dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
Ragyrab (15-21 power, 3 apr) =con=3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +17 (+6 eff.) Res.pen +15% arcane +8% physical Apr +2 ----- def ----- Resists +5% arcane Disarm- +15% ---------- misc Stam/turn +3.00 Blunt and deadly. |
Strikekill (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Crit.r2 +12 lightning +20 arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +25% blight Melee Ret 8 blight ----- def ----- Resists +5% arcane Spell.save +4 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of gales (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+4 eff.) Dmg.mod +7% lightning +7% cold +4% physical ----- def ----- Defense +13 (+3 eff.) Pinning- +23% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of life (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +4% arcane Phys.save +4 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's reinforced leather sling of piercing4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +9% all Acc +7 (+2 eff.) Apr +7 On Hit (Ranged): * 8 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Emolewen' =con=4.0 T4 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +25 lightning While equipped: Stats +1 Mag +11 Wil +2 Cun +12 Con dps ---------- Dmg.mod +28% lightning +6% temporal ----- def ----- Max.HP +49.00 ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+8 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 37 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
imbued yew vilestaff of fate (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+6 eff.) Dmg.mod +20% acid ----- def ----- Phys.save +8 (+4 eff.) Spell.save +10 (+8 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff On Spell Hit: 10% Arcane Vortex 3 Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+7 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +0.80 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Harilach' (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun +4 Mag dps ---------- Spell.crit +3% Phys.pwr +15 (+5 eff.) Spell.pwr +9 (+6 eff.) Dmg.mod +20% light +12% physical ----- def ----- Armour +6 Resists +3% acid +3% cold Max.HP +40.00 Heal.mod +15% ---------- misc Mana/turn +0.21 Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Firebraid the dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +14 draining blight Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% arcane +15% fire Res.pen +25% fire ----- def ----- Defense +20 (+4 eff.) ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Duathelstreaker'4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +8 light Uses 2.0 Steam While equipped: Stats +3 Str +3 Cun +9 Wil dps ---------- Mind.crit +2% Phys.pwr +8 (+3 eff.) Res.pen +10% darkness ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +10.00 Max.psi +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
coruscating dwarven-steel steamsaw of evisceration (20-29 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Phys.crit +9.0% Phys.pwr +8 (+3 eff.) Melee Ret 8 fire ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +10% fire ---------- misc 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! |
elemental stralite steamsaw of erosion (33-50 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Nature/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +13 nature On Hit: * Create an explosion dealing 21 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +16% cold Res.pen +8% cold ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc 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! |
quick dwarven-steel steamsaw of shearing (19-28 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Res.pen +8% all Acc +22 (+5 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc 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! |
arcing deep-steel trident of projection (28-44 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Psionic Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 21 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Nerima the Thunderbringer (13-18 power, 3 apr) =mag=3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +20 lightning While equipped: Stats +2 Mag dps ---------- Phys.crit +6.0% Crit.mult +10.00% Dmg.mod +6% lightning Apr +8 On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +12 One-handed war axes. |
arcing dwarven-steel waraxe of paradox (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: ----- def ----- Resists +8% temporal One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +9% Spell.pwr +3 (+3 eff.) ----- def ----- Mind.save +8 (+4 eff.) A belt that goes around your waist. |
blurring hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Defense +12 (+2 eff.) Spell.save +7 (+6 eff.) Stealth +8 ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt 'Layydhetira' =mag=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Dex +6 Mag dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% cold +5% arcane +6% temporal Phys.save +7 (+3 eff.) A belt that goes around your waist. |
Amilehek (1 def, 0 armour) =mag=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +3 Cun dps ---------- Mind.crit +6% Mind.pwr +25 (+9 eff.) Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+6 eff.) ---------- misc Max.mana +47.00 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 4.5 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Hilathadin (0 def, 0 armour) =mag=2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +11 Mag +3 Wil +1 Cun dps ---------- Spell.pwr +17 (+10 eff.) S.pwr/crit +3 Dmg.mod +13% light +9% all ----- def ----- Resists +19% light +9% all Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) =mag=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+9 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 13 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
timebroken silk robe of the mind (+10%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +5 (+4 eff.) Dmg.mod +13% temporal +10% arcane +10% mind ----- def ----- Resists +10% mind +13% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Beregatar' (0 def, 0 armour) =con=2.0 T2 cloth armor [Rare] Nature While equipped: Stats +8 Str +5 Dex +7 Con dps ---------- Mind.crit +4% Dmg.mod +15% nature ----- def ----- Resists +9% all Crit.dmg- 10.00% Poison- +27% Disease- +26% ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balelar the pair of hardened leather boots (0 def, 3 armour) =con=2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun +6 Con ----- def ----- Armour +3 Resists +12% mind Crit.dmg- 15.00% Disengage: Puts all charms on 13 cooldown Level 5.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% 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. A pair of boots made of leather. |
Prismstreaker the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +15% darkness Res.pen +11% physical +10% darkness +15% light Melee Ret 4 light 6 lightning ----- def ----- Armour +4 Fatigue +3% Resists +6% light ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of hardened leather boots of phasing (4 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown A pair of boots made of leather. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +19.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Blindside: Puts all charms on 21 cooldown Level 2.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
brawler's hardened leather gloves of sorrow (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 10 mind 18 darkness On Hit (Melee): * 14% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Phys.save +8 (+4 eff.) Mind.save -12 (-6 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 10% Set Up 3 Ruined Earth: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of spellstriking (0 def, 3 armour) =mag=1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +7 (+5 eff.) Melee+ 5 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Resists +4% arcane Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barerasus the Dazzlewinnow (0 def, 4 armour) =con=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% cold +12% arcane +12% light Melee Ret 4 arcane 8 light ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazeraider (0 def, 1 armour) =mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Spell.crit +1% Spell.pwr +10 (+6 eff.) Dmg.mod +6% blight +12% fire +6% arcane +15% mind Res.pen +10% blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather hat of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
stabilizing cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +8 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+4 eff.) Mind.save +14 (+7 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 3.5 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 110 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
stralite shield 'Cloudfist' (0 def, 8 armour, 140 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% lightning On shield block: * Deals 32 light and fire damage to each enemy blocked Melee Ret 9 lightning ----- def ----- Armour +8 Fatigue +8% Resists +15% lightning +13% physical +9% light +7% fire Crit.dmg- 5.00% Blind- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
74 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of illusion =mag=0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +6 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +12 (+9 eff.) Mind.save +14 (+7 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 245] powerful healing salve [power 245]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 59% cooldown modifier. Heal 245 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
deadly pouch of dwarven-steel shots of accuracy (18/18, 39-47 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +15 Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
powerful yew totem of thorny skin [power 42] (17 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lord Ravenholdt the Cornac Rogue level 24
45th Haze 122nd year of Ascendancy at 14:57 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lord Ravenholdt the Cornac Rogue level 32
41st Pyre 123rd year of Ascendancy at 02:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Lord Ravenholdt the Cornac Rogue level 24
49th Haze 122nd year of Ascendancy at 07:52 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 Lord Ravenholdt the Cornac Rogue level 25
50th Haze 122nd year of Ascendancy at 15:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lord Ravenholdt the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 13:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lord Ravenholdt the Cornac Rogue level 20
16th Haze 122nd year of Ascendancy at 07:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Lord Ravenholdt the Cornac Rogue level 30
9th Pyre 123rd year of Ascendancy at 15:08 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Lord Ravenholdt the Cornac Rogue level 25
70th Haze 122nd year of Ascendancy at 18:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lord Ravenholdt the Cornac Rogue level 29
9th Pyre 123rd year of Ascendancy at 12:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lord Ravenholdt the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 21:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lord Ravenholdt the Cornac Rogue level 10
5th Dusk 122nd year of Ascendancy at 00:50 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Lord Ravenholdt the Cornac Rogue level 25
62nd Haze 122nd year of Ascendancy at 10:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lord Ravenholdt the Cornac Rogue level 29
9th Regrowth 123rd year of Ascendancy at 19:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lord Ravenholdt the Cornac Rogue level 18
6th Haze 122nd year of Ascendancy at 04:31 see stats
Log
Lord Ravenholdt hits Blue crystal for 214 physical, 9 darkness, 13 fire, 18 light, 12 acid, 2 nature, 13 light, 12 nature, 184 physical (475 total damage).
Lord Ravenholdt killed Blue crystal!
Resting starts...
The psychic field around Lord Ravenholdt crumbles.
Talent Dual Strike is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Talent Flurry is ready to use.
Talent Resonance Field is ready to use.
Lord Ravenholdt uses Resonance Field.
Lord Ravenholdt's mind surges with critical power!
A psychic field forms around Lord Ravenholdt.
Talent Stealth is ready to use.
Lord Ravenholdt activates Stealth.
The psychic field around Lord Ravenholdt crumbles.
Talent Resonance Field is ready to use.
There is a next level here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).




























































































































































