








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Earlier Draconic Prodigies 1.7.5Allows characters to fulfill the "Be close to the draconic world" requirement for Draconic Will and Draconic Body by eating just one of the "Heart of the Sandworm Queen" or "Wyrm Bile". This lets non-wyrmic characters access the prodigies at lv25 instead of having to wait to lv42 as usual. https://github.com/sandertyu/tome-earlier-draconic-prodigies ---Changelog--- 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 43 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 43 on the 34th Loss 124th year of Ascendancy at 13:41 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 32 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 92 (base 60) |
| Willpower | 77 (base 55) |
| Cunning | 88 (base 53) |
Resources
| Life | -311/950 |
| Mana | 304/866 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 11.299770531785 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 39 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Arcane | +20% |
| Cold | +15% |
| All | 0% |
| Darkness | +8% |
| Light | +10% |
| Physical | +12% |
| Lightning | +55% |
| Mind | +11% |
| Fire | +18% |
| Nature | +24% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Mind | +25% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 55 |
| Mental Save | 57 |
Defense: Resistances
| Blight | + 33%( 70%) |
| Arcane | + 28%( 70%) |
| Mind | + 38%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 58%( 70%) |
| Physical | + 28%( 70%) |
| Temporal | + 26%( 70%) |
| Darkness | + 42%( 70%) |
| Cold | + 45%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Poison Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 420 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (186 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Thaumaturgy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Splendourquarry' (0 def, 3 armour) =11=2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Move Speed +10% Ignore resists +25% mind +20% light defense ------ Armor +3 Fatigue -4% Life +32.00 other ------- Stamina/turn +0.50 EQ when Hit +0.08 Hate-on-crit +3.00 A pair of boots made of leather. |
| Light source | dwarven lantern 'Gyriakira' =11=1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil offense ------ Damage +11% mind +10% light defense ------ Resistance +14% darkness +6% temporal +6% mind +3% nature Crit Resistance 5.00% Affinity +5% light other ------- Light +11 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 189.52 light damage. At talent level 3 you gain 33% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Porynor' (2 def, 0 armour) =11=2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun offense ------ Mind Crit +3% Spellpower +7 (+2 eff.) Mindpower +7 (+2 eff.) Damage +9% blight +5% physical +8% darkness +15% arcane defense ------ Defense +2 (+1 eff.) Resistance +6% blight +9% physical +13% darkness other ------- Mana/turn +1.20 Mana when Hit +1.30 Psi when Hit +0.08 Max mana +97.00 Max hate +7.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Yvomina [power 320] (19/15 cooldown) =11=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Defense +10 (+3 eff.) Resistance +9% blight +15% mind Crit Resistance 15.00% Mind save +9 (+3 eff.) Life +100.00 Silence Resist +20% Sting an enemy dealing 397 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Healmaim =11=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% cold On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +30% cold Spell save +18 (+6 eff.) Mind save +9 (+3 eff.) Unlife -80.00 life Life Regen +4.00 Disarm Resist +20% Confus Resist +20% Rings make your fingers look great! |
| On fingers | Relgodunadar0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +14 Dex +5 Mag +9 Cun offense ------ Damage +6% blight Ignore Shields +10% Accuracy +24 (+8 eff.) When Hit 2 arcane defense ------ Life Regen +6.00 Stun Resist +30% other ------- Max mana +40.00 Max vim +10.00 Rings make your fingers look great! |
| Around waist | Radhemakath the Cystsever =11=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Dex +3 Wil +4 Cun offense ------ Damage +24% nature +18% fire Ignore resists +10% fire When Hit 6 nature defense ------ Resistance +12% nature Physical save +16 (+8 eff.) Spell save +16 (+5 eff.) Mind save +15 (+4 eff.) A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Delarobar' (136% power, 6 apr, lightning element) =22=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +30 (+8 eff.) Damage +30% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +27% lightning +5% arcane Physical save +13 (+7 eff.) Spell save +11 (+4 eff.) Mind save +14 (+4 eff.) Poison Resist +10% Silence Resist +10% other ------- Mana/turn +0.57 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. |
| On hands | heroic hardened leather gloves of spellstriking (0 def, 6 armour) =11=1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 7 arcane Damage +5% arcane defense ------ Armor +6 Resistance +4% arcane Mind save +8 (+3 eff.) Life +42.00 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +13 arcane On Hit: 10% Battle Shout level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 0 armour) =11=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Emeluta the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +5 Wil +14 Cun +6 Con offense ------ Accuracy +8 (+2 eff.) Ignore Armor +7 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Defense +2 (+1 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Magmavagrant the steel amulet =11=0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Critical power +10.00% Physical Power +7 (+4 eff.) Combat Speed +10% Damage +7% physical defense ------ Resistance +15% fire Crit Resistance 15.00% Spell save +3 (+1 eff.) Pinning Resist +20% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 115% / cooldown 81%)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 115% efficiency and cooldown mod of 81%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
stormshield rune of the wizard (threshold 15; blocks 5; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 15 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Brain Cap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare 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. |
2 schematic: Focus Lens0.1 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: 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. |
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: Lightning Coil0.1 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: Moss Tread0.1 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: Shocking Touch0.1 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: Solid 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: Toxic Cannister Launcher0.1 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: Toxic 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. |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Ring of Growth =11=0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
solipsist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Zubota'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mindpower +5 (+1 eff.) Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +18 (+6 eff.) Resistance +3% acid +2% physical +3% light +18% cold Blind Resist +20% other ------- Hate-on-crit +2.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Life Regen +5.00 Stun Resist +20% Rings make your fingers look great! |
Gravitational Staff (136% power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+7 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 14 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 115.87 physical (gravity) damage. Each target moved beyond the first increases the damage by 14.48 (up to a maximum of 57.94 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
yew magestaff 'Toraharalin' (132% power, 4 apr, lightning element) =11=5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 132% 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 +3% Spellpower +43 (+11 eff.) Damage +27% lightning Ignore resists +15% arcane When Hit 10 blight defense ------ Resistance +5% arcane +9% acid Unlife -80.00 life Blind Resist +20% Disease Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Coalspike (138% power, 5 apr, acid element)3.0 Encumbrance T4 staff 1H weapon [Rare] Arcane Weapon Damage 138% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Str +9 Cun offense ------ Spell Crit +4% Spellpower +17 (+5 eff.) Damage +31% acid +27% darkness +9% blight Ignore resists +25% blight other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Starcaller (129% power, 4 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 120% Mag Damage Darkness Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +30% darkness defense ------ Affinity +20% darkness Stealth +20 other ------- Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse level 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
cruel short elven-wood magestaff of might (129% power, 5 apr, lightning element) =11=3.0 Encumbrance T4 staff 1H weapon [Ego] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +7.00% Spellpower +12 (+3 eff.) Damage +25% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mucussever (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +20 nature On Hit: * 20% chance to slow global speed by 59% While equipped: Stats +5 Dex +6 Mag +2 Cun offense ------ Accuracy +16 (+5 eff.) defense ------ Defense +16 (+5 eff.) Resistance +15% lightning Disarm Resist +48% other ------- See Invisibility +21 Massive two-handed battleaxes. |
flaming blue-steel trident of enduring (125% power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego+] Arcane/Nature Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-Hit, radius 1 +10 fire While equipped: Stats +13 Con +10 Wil defense ------ Life +45.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Twilight's Edge (158% power, 7 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Unique] Arcane Weapon Damage 158% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +18% darkness +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Sleetterror the dwarven-steel mace (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +23 acid +29 nature While equipped: Stats +5 Dex +4 Con offense ------ Physical Power +15 (+8 eff.) Mindpower +30 (+9 eff.) Ignore resists +11% acid +17% nature +15% mind Ignore Armor +10 defense ------ Armor +10 Resistance +9% cold Blunt and deadly. |
warbringer's stralite mace (144% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +9 (+5 eff.) Ignore resists +10% physical defense ------ Disarm Resist +30% Blunt and deadly. |
Polyldatira the Skyreaper (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 118% 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 +19 cold On-crit, radius 2 +20 lightning While equipped: offense ------ Damage +9% acid Ignore resists +15% acid defense ------ Armor +10 Resistance +18% darkness Crit Resistance 15.00% Unlife -80.00 life Life +60.00 One-handed war axes. |
protector's thorny mindstar (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +7% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
Nexus of the Way (124% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+6 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 50 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
honing living mindstar of storms (116% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +6 Mag +6 Wil +4 Cun +2 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 5 lightning Damage +16% lightning +3% physical Ignore resists +4% lightning +5% physical defense ------ Resistance +15% lightning +7% physical other ------- 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. |
reinforced stralite steamsaw of erosion (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 139% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +69 On-hit +8 nature Uses 1.0 Steam When used to Attack: Block +63 While equipped: defense ------ Armor +10 Defense +8 (+3 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling stralite steamsaw (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Psionic/Steamtech Weapon Damage 136% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +69 Uses 1.0 Steam When used to Attack: On-hit +18 physical While equipped: Stats +4 Wil defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +17% physical Windwall +48 Slow Projectiles +28% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swiftstrike reinforced leather sling of piercing4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Projectile Speed +200% While equipped: Stats +5 Cun offense ------ Combat Speed +10% Ignore resists +8% all Accuracy +13 (+4 eff.) Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 28 [Unique] Nature/Master When used to Attack: Weapon Damage 170% Range: 1.0x-1.2x Uses 100% Str Damage Fire Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+5 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
woollen robe 'Galibers' (22 def, 3 armour)2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +25% physical Accuracy +25 (+8 eff.) defense ------ Armor +3 Defense +22 (+7 eff.) Resistance +9% all Physical save +17 (+8 eff.) other ------- Max stamina +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salumira the Kindleravager (21 def, 16 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +9 Cun +9 Dex offense ------ Damage +18% light Ignore resists +25% arcane On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Armor +16 Defense +21 (+7 eff.) Fatigue +8% Resistance +21% acid +20% light A suit of armour made of leather. |
Skykill the drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Str offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +8 (+4 eff.) Ignore resists +15% lightning +5% mind When Hit 6 mind 6 lightning defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +3% lightning +13% physical +16% darkness +9% arcane +3% mind Spell save +16 (+5 eff.) other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
impenetrable dwarven-steel plate armour of fire resistance (0 def, 24 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +24% fire A suit of armour made of metal plates. |
Flashspitter (2 def, 4 armour) =11=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% light +15% physical Ignore resists +10% lightning Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Life +35.00 other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Frostreign' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +2% Ignore resists +20% cold defense ------ Defense +2 (+1 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +9 Defense +2 (+1 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +6% physical defense ------ Armor +3 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Frozentreason' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Damage +6% cold Accuracy +10 (+3 eff.) Ignore Armor +2 When Hit 10 mind defense ------ Armor +4 Fatigue -5% Resistance +3% physical +15% cold Physical save +23 (+10 eff.) Unlife -80.00 life other ------- Encumbrance +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elenykhad the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +2 Con offense ------ Ignore Armor +4 defense ------ Armor +2 Physical save +6 (+3 eff.) Unlife -60.00 life Life Regen +2.00 other ------- Stamina/turn +0.80 Max stamina +13.00 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour)1.0 Encumbrance T4 hands armor [Unique] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Ignore Armor +1 Critical Rate +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
heroic voratun gauntlets of the juggernaut (0 def, 9 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Con defense ------ Armor +9 Fatigue +5% Physical save +21 (+10 eff.) Spell save +6 (+2 eff.) Mind save +17 (+5 eff.) Life +63.00 Disarm Resist +39% Unarmed combat: Weapon Damage 146% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +18 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Burnknave the drakeskin leather hat (0 def, 9 armour)2.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +4 Con offense ------ Mindpower +5 (+1 eff.) Damage +9% arcane +9% fire defense ------ Armor +9 Fatigue +5% Resistance +5% arcane +18% fire Physical save +9 (+5 eff.) Mind save +11 (+3 eff.) other ------- Infravision +3 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-5 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Shinespike (6 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Ignore resists +10% light Accuracy +6 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+2 eff.) Fatigue +3% Resistance +6% lightning +6% fire +3% darkness +12% nature A cap made of leather. |
Iceserpent (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +11 Mag +5 Wil +5 Con offense ------ Spellpower +6 (+2 eff.) Damage +22% arcane +19% darkness Ignore resists +25% arcane +10% cold defense ------ Defense +3 (+1 eff.) Resistance +3% cold +28% darkness +5% arcane Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
15 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. |
8 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. |
13 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
33 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. |
34 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
37 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. |
26 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
223 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. |
dreamer's dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +5% Mind Crit +7% Spellpower +4 (+1 eff.) Mindpower +10 (+3 eff.) defense ------ Resistance +10% blight +11% darkness Mind save +7 (+2 eff.) other ------- Light +5 Infravision +6 See Invisibility +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
Tarand the Shiverwing [power 296] (19/15 cooldown) =11=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ Critical power +20.00% Mindpower +10 (+3 eff.) Ignore resists +15% cold defense ------ Defense +10 (+3 eff.) Resistance +3% acid Life +40.00 Blind Resist +20% Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Blazepassion' [power 434] (19/15 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% mind +15% fire When Hit 10 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% mind other ------- Psi when Hit +0.08 Hate-on-crit +5.00 Max psi +40.00 Sting an enemy dealing 538 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By ayaya the Whitehoof Archmage level 16
29th Retaking 124th year of Ascendancy at 22:06 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By ayaya the Whitehoof Archmage level 13
22nd Retaking 124th year of Ascendancy at 23:57 see stats
Blood on the Moon (Insane (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By ayaya the Whitehoof Archmage level 34
46th Revenge 124th year of Ascendancy at 20:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ayaya the Whitehoof Archmage level 33
46th Revenge 124th year of Ascendancy at 08:29 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ayaya the Whitehoof Archmage level 36
18th Dearth 124th year of Ascendancy at 06:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ayaya the Whitehoof Archmage level 10
17th Retaking 124th year of Ascendancy at 02:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ayaya the Whitehoof Archmage level 20
41st Retaking 124th year of Ascendancy at 08:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ayaya the Whitehoof Archmage level 30
13rd Revenge 124th year of Ascendancy at 23:21 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By ayaya the Whitehoof Archmage level 40
10th Loss 124th year of Ascendancy at 07:33 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By ayaya the Whitehoof Archmage level 37
19th Dearth 124th year of Ascendancy at 12:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ayaya the Whitehoof Archmage level 43
32nd Loss 124th year of Ascendancy at 11:17 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ayaya the Whitehoof Archmage level 27
4th Revenge 124th year of Ascendancy at 23:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By ayaya the Whitehoof Archmage level 26
4th Revenge 124th year of Ascendancy at 10:21 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By ayaya the Whitehoof Archmage level 21
42nd Retaking 124th year of Ascendancy at 02:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ayaya the Whitehoof Archmage level 37
18th Dearth 124th year of Ascendancy at 17:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ayaya the Whitehoof Archmage level 17
30th Retaking 124th year of Ascendancy at 06:27 see stats
Log
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Talent Rune: Shielding is ready to use.
ayaya teleports some damage to High Sun Paladin Aeryn!
ayaya HEALS from light damage!
ayaya receives 44 healing from Temporal Restoration Field.
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [93 healing].
High Sun Paladin Aeryn hits High Sun Paladin Aeryn for 573 teleported damage.
High Sun Paladin Aeryn hits ayaya for (3 flat reduction), (573 teleported), 0 light, 40 healing (0 total damage) [40 healing].
High Sun Paladin Aeryn hits Arcane amplification drone for 0 light damage.
Thunderstorm hits Arcane amplification drone for 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits High Sun Paladin Aeryn for (44 absorbed), 44 lightning, (34 absorbed), 40 lightning (84 total damage).
Arcane amplification drone hits High Sun Paladin Aeryn for (15 absorbed), 15 arcane, (13 absorbed), 13 arcane (29 total damage).
High Sun Paladin Aeryn is dazed!
High Sun Paladin Aeryn is not dazed anymore.
The fabric of space around ayaya stabilizes to normal.
ayaya teleports some damage to High Sun Paladin Aeryn!
ayaya HEALS from light damage!
High Sun Paladin Aeryn's light area effect hits High Sun Paladin Aeryn for 22 teleported damage.
High Sun Paladin Aeryn's light area effect hits ayaya for (3 flat reduction), (22 teleported), 77 light, 7 healing (77 total damage) [7 healing].
High Sun Paladin Aeryn's light area effect hits Arcane amplification drone for 0 light damage.
Hurricane from Ayaya hits Arcane amplification drone for 0 lightning damage.
Hurricane from Ayaya hits High Sun Paladin Aeryn for 101 lightning damage.
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing (0 total damage) [37 healing].
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
High Sun Paladin Aeryn hits ayaya for (3 flat reduction), 1018 physical (1018 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 1 lightning, 1 arcane, 3 lightning, 3 nature (8 total damage).
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [74 healing].
ayaya the level 43 whitehoof archmage was pierced to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.
The furious lightning storm around ayaya calms down and disappears.










































































































































