














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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! 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:
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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 21 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Emubremira the hornet swarm at level 21 on the 15th Haze 122nd year of Ascendancy at 14:32 / 2Killed by Areritta the warg at level 21 on the 15th Haze 122nd year of Ascendancy at 15:59 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 62 (base 42) |
| Constitution | 18 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 74 (base 50) |
Resources
| Life | -150/498 |
| Steam | 58/100 |
| Healing Factor | 1.2411363549267 |
| Regeneration | 11.480511283072 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 13 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 50 |
| Crit Chance | 30% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Lightning | +15% |
| Light | +19% |
| Mind | +3% |
| Blight | +6% |
| Arcane | +10% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +23% |
| Light | +20% |
| Temporal | +25% |
| Blight | +10% |
| Physical | +5% |
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32.522593642275 (82.32946707186%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 37 |
| Physical Save | 31 |
| Spell Save | 21 |
| Mental Save | 38 |
Defense: Resistances
| Fire | + 34%( 70%) |
| Lightning | + 63%( 70%) |
| Nature | + 15%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Disarm Resistance | 70% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 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 137% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 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 91% efficiency and cooldown mod of 72%. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 3% talent failure, 30% reduced healing, and take 53.31 additional acid damage from melee and ranged attacks. Miasma Engine |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Betubeth the large white snake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Brodyrechik the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +6% nature Heal.mod +5% Cut- +10% Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | high-capacity pouch of steel shots of wind (59/59, 124% power, 2 apr) 3.0 T2 shot ammo [Ego] Nature/Master Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 59 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage While equipped: ---------- misc Reload +2 Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Max.HP +44.00 ---------- misc Light +8 See.Stealth +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Light +4 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Buyon (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Cun +3 Dex dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +2 Fatigue +3% Resists +12% lightning +6% darkness +9% nature Cut- +20% Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Emeyavena the ash totem of summon tentacle [power 150] (25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% blight +3% mind Res.pen +10% blight Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 318 Base Damage: 156 Armor: 6 All Resist: 0 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gegalaith the Dazzleglamour0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +20% light ----- def ----- Resists +12% lightning +12% fire +5% arcane +9% mind Max.HP +55.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Airshaper0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Mag dps ---------- Melee+ 17 light Ranged+ 16 light Dmg.mod +9% lightning +11% fire +11% light Res.pen +25% temporal ----- def ----- Armour +6 Resists +22% fire Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| Around neck | copper amulet 'Betalle'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Dex +3 Mag dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical Melee Ret 6 mind ----- def ----- Phys.save +6 (+3 eff.) Amulets make your neck look great! |
| In main hand | Nimbusraven the steel steamgun 4.0 T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +12 lightning +15 cold On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Mov.spd +25% Dmg.mod +6% lightning Res.pen +23% lightning +8% cold Acc +10 (+3 eff.) ----- def ----- Resists +3% lightning +3% temporal ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Erelylin' 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +1% ----- def ----- Defense +4 (+2 eff.) Mind.save +3 (+2 eff.) Proj.slow +10% Max.HP +32.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +4.00 A belt that goes around your waist. |
| In off hand | Crystalline Steel shield (0 def, 4 armour, 117% power, 51.25 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Arcane A part of set. When used to Attack: Power 117% Range: 1.2x Uses 100% Cun Dmg Arcane Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +51 While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Handheld deflection devices. Transformed with the power of the Spellblaze. |
| Cloak | cashmere cloak 'Flashpassion' (7 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +7 (+3 eff.) Resists +33% lightning +5% arcane Phys.save +8 (+4 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betuda (7 def, 6 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+8 eff.) Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Armour +6 Hardiness +20% Defense +7 (+3 eff.) Fatigue +16% Resists +6% mind Mind.save +11 (+4 eff.) A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 107% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 175% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 164% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 88%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the wizard (range 4; phase 13; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
ethereal rune of the wizard (power 12; resist 25%; move 34%; dur 5; cd 17)0.1 rune scroll [Ego] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 34% faster, and you are invisible (power 12). 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. |
shielding rune of the duelist (absorb 240; dur 3; cd 17)0.1 rune scroll [Ego] 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 create a protective shield absorbing at most 240 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic 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: Flash Powder0.1 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: 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: Shocking 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. |
schematic: White Light Emitter0.1 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. |
Hirab the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Armour +2 Resists +6% lightning +9% darkness Spell.save +3 (+2 eff.) Max.HP +24.00 Blind- +26% Disease- +20% Disarm- +25% Pinning- +30% Knockbk- +26% ---------- misc Infravis +4 See.Stealth +9 See.Invis +9 Rings make your fingers look great! |
copper ring of misery0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 11% chance to reduce all saves and defense by 20 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of rage (141% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Res.pen +7% physical Acc +22 (+7 eff.) Apr +9 Massive two-handed battleaxes. |
balanced dwarven-steel dagger of enduring (117% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Max.HP +16.00 Disarm- +23% Sharp, short and deadly. |
caustic dwarven-steel dagger of evisceration (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +11 acid +9 nature On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +11 (+3 eff.) Res.pen +7% acid +9% nature Apr +6 Sharp, short and deadly. |
truestriking dwarven-steel longsword of rage (128% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +8% physical Res.pen +5% physical Acc +13 (+4 eff.) Apr +9 Sharp, long, and deadly. |
Eremodethel the Shinetaint (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 10% chance to slow global speed by 46% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +15% acid ----- def ----- Resists +6% light +6% cold Max.HP +18.00 HP.reg +0.90 ---------- 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. |
absorbing vined mindstar (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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.) ----- def ----- Resists +5% lightning +7% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
gifted thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 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. |
horrifying thorny mindstar (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 3 mind 4 darkness Dmg.mod +3% mind +2% darkness ---------- 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. |
protector's mossy mindstar of disruption (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature/Disrupt Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 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. |
vined mindstar of clarity (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +13.00 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. |
Hazehue (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +16 Mag +9 Wil +11 Cun +4 Con dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +9 (+4 eff.) S.pwr/crit +6 Dmg.mod +20% lightning +12% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +7 (+3 eff.) Resists +9% cold ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +26.00 Max.N.En +23.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 79.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Oakbrace' (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +8% Crit.mult +37.00% Spell.pwr +10 (+5 eff.) Melee+ 17 fire Dmg.mod +15% nature +15% fire ---------- misc Mana/turn +0.14 Max.mana +39.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Curebringer4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +12 lightning On Hit: * 10% chance to slow global speed by 46% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +16% lightning +12% acid ----- def ----- Resists +3% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of life draining4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +8 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's steel steamgun of dampening4.0 T2 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +9 lightning +7 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +23% Res.pen +5% lightning +5% cold ----- def ----- Resists +7% acid +8% lightning +9% cold +9% fire +3% all Spell.save +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic dwarven-steel steamsaw (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam When used to Attack: On Hit: * 13% chance to reduce armor by 24% While equipped: dps ---------- Melee+ 7 acid Melee Ret 1 acid ----- def ----- Armour +4 Defense +6 (+3 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! |
windwalling steel steamsaw (65% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Melee+ +10 physical While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% physical Shield.near.proj +27 Proj.slow +14% ---------- misc Talents +1 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! |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
focusing cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +11% all ---------- misc Mana/turn +0.18 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of lightning (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +9% acid +7% physical +5% fire +7% cold ----- def ----- Resists +12% acid +11% physical +12% fire +10% cold +9% all Spell.save +18 (+9 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue -2% Phys.save +7 (+4 eff.) ---------- misc Max.enc +31 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregurath (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Melee+ 8 fire 8 temporal Ranged+ 8 temporal Dmg.mod +7% temporal +6% fire Melee Ret 8 mind ----- def ----- Armour +2 Fatigue +3% Resists +8% temporal +7% fire HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Psi/ret +0.08 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
blighted dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 blight Dmg.mod +4% blight +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +6 (+2 eff.) Apr +7 On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +24 (+12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getyzor (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelydodar the Furnacestreaker (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% fire Res.pen +20% nature ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +8% cold Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Shield.pwr +5% HP.reg +1.90 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Zubylraldalaith' (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +9% blight +13% light +13% darkness Die.at -20.00 life Max.HP +20.00 HP.reg +2.00 Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
marauder's hardened leather armour (14 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +6 Defense +14 (+5 eff.) Fatigue +8% Phys.save +5 (+3 eff.) A suit of armour made of leather. |
radiant cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% blight +14% darkness +17% acid ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
exposing dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 131% power, 75 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 131% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +75 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 20 On Melee Ret: * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +6 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+17%) (0 def, 6 armour, 119% power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 120% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of shrapnel (0 def, 4 armour, 112% power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 112% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
175 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. |
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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 22 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Borahad the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Mag ----- def ----- Defense +5 (+2 eff.) Heal.mod +10% Poison- +20% Pinning- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 163] potent healing salve [power 163]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 72% cooldown modifier. Heal 163 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 72% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 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. |
blazing pouch of dwarven-steel shots of wind (19/19, 139% power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Proj.spd +200% Ranged+ +14 fire On Crit.r2 +7 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of accuracy (16/16, 133% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 16 While equipped: Shots are used with slings to pummel your foes to death. |
Brenofang the Thunderrot [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% mind Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 113 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
extending elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Radianceterror' [power 236] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Mind.pwr +15 (+8 eff.) ----- def ----- Resists +6% light Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Elenn the Skeleton Annihilator level 18
56th Dusk 122nd year of Ascendancy at 19:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Elenn the Skeleton Annihilator level 21
15th Haze 122nd year of Ascendancy at 09:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Elenn the Skeleton Annihilator level 10
15th Dusk 122nd year of Ascendancy at 14:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Elenn the Skeleton Annihilator level 20
12nd Haze 122nd year of Ascendancy at 09:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Elenn the Skeleton Annihilator level 8
10th Dusk 122nd year of Ascendancy at 15:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Elenn the Skeleton Annihilator level 4
10th Flare 122nd year of Ascendancy at 07:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elenn the Skeleton Annihilator level 15
31st Dusk 122nd year of Ascendancy at 20:53 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Elenn the Skeleton Annihilator level 21
15th Haze 122nd year of Ascendancy at 14:32 see stats
Log
Melee retaliation hits Areritta the warg for 1 mind, 2 mind (2 total damage).
Areritta the warg hits Elenn for (21 exoskeleton), 21 mind, (4 exoskeleton), 4 cold, (18 exoskeleton), 18 nature, (4 exoskeleton), 4 cold (48 total damage).
Areritta the warg receives 5 healing from Elenn.
Areritta the warg's healing nature area effect hits Elenn for (5 exoskeleton), 5 nature (5 total damage).
Areritta the warg regains their energy.
Areritta the warg stops regenerating health quickly.
Elenn uses Stormstrike.
Bloated ooze is weakened by the darkness!
Areritta the warg shares damage with his oozes!
Elenn hits Bloated ooze for 57 lightning, 9 light, 23 lightning, 13 light (102 total damage).
Elenn hits Areritta the warg for 41 lightning, 5 light, 19 lightning, 7 light (73 total damage).
Areritta the warg uses Mucus.
Areritta the warg performs a melee critical strike against Elenn!
Areritta the warg shares damage with his oozes!
Melee retaliation hits Bloated ooze for 1 mind damage.
Melee retaliation hits Areritta the warg for 1 mind, 1 mind (2 total damage).
Bloated ooze hits Elenn for (0 exoskeleton), 0 nature (0 total damage).
Areritta the warg hits Elenn for (13 exoskeleton), 13 mind, (5 exoskeleton), 5 cold, (11 reactive armor), (22 exoskeleton), 42 nature, (0 exoskeleton), 10 cold (71 total damage).
Areritta the warg shares damage with his oozes!
Elenn's Reactive Armor hits Areritta the warg for 8 physical, 5 light, 7 acid (21 total damage).
Elenn's Reactive Armor hits Bloated ooze for 17 acid damage.
Areritta the warg receives 6 healing from Elenn.
Areritta the warg's healing nature area effect hits Elenn for (6 exoskeleton), 6 nature (6 total damage).
Areritta the warg uses Flurry.
Areritta the warg performs a melee critical strike against Elenn!
Areritta the warg shares damage with his oozes!
Melee retaliation hits Areritta the warg for 1 mind, 1 mind, 1 mind, 1 mind, 2 mind, 1 mind (5 total damage).
Areritta the warg hits Elenn for (10 exoskeleton), 49 mind, (0 exoskeleton), 10 cold, (0 exoskeleton), 89 nature, (0 exoskeleton), 10 cold, (0 exoskeleton), 64 mind, (0 exoskeleton), 10 cold, (0 exoskeleton), 56 nature, (0 exoskeleton), 10 cold, (0 exoskeleton), 61 mind, (0 exoskeleton), 10 cold (371 total damage).
Elenn the level 21 skeleton annihilator was cooled to death by Areritta the warg on level 3 of Old Forest.


















































































































