













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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Wanderer |
| Level / Exp | 41 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 33 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 53 (base 39) |
| Willpower | 88 (base 60) |
| Cunning | 100 (base 60) |
Resources
| Steam | 100/100 |
| Mana | 600/600 |
| Equilibrium | 53 |
| Psi | 229/229 |
| Life | 1140/1140 |
| Paradox | 450 |
| Stamina | 395/395 |
| Hate | 47/110 |
| Healing Factor | 1.1683363011316 |
| Regeneration | 15.480455989994 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +86.41813598832% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 54.876568527989 |
| See Invisible | 54.876568527989 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 70 |
| Crit Chance | 49% |
| APR | 78 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 91 |
| Accuracy | 70 |
| Crit Chance | 49% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +34% |
| Temporal | +5% |
| Blight | +17% |
| Nature | +10% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +40% |
| Nature | +53% |
| Blight | +30% |
| Fire | +30% |
| Mind | +25% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 63 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 8 |
| Physical Save | 30 |
| Spell Save | 34 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 60%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 66%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 56% |
| Poison Resistance | 22% |
| Blind Resistance | 100% |
| Silence Resistance | 10% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 93 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 56%. |
Class Talents
| Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Punishments | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lightning Infusion |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Stalk |
| talent | Daunting Presence |
| talent | Night Terror |
| talent | Elemental Harmony |
| talent | Living Lightning |
| talent | Weapon Folding |
| talent | Surge |
| beneficial effect | The target is moving is 30% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Adynn the orc corruptor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Betama the honey tree. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Bethiriakira the multi-hued drake hatchling. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Analdir the pair of dwarven-steel boots (5 def, 10 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +4 Str / +6 Dex / +2 Cun Changes resistances: +8% acid / +8% fire / +11% lightning / +8% cold Changes resistances penetration: +5% mind Physical save: +15 (+8 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 145% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 328 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Yvugatha the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Defense: +20 (+6 eff.) Changes stats: +9 Wil Changes resistances penetration: +10% blight Changes damage: +20% light Critical mult.: +22.00% Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -40.00 life Spellpower: +25 (+9 eff.) Light radius: +9 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Saliriamira' (2 def, 16 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Defense: +2 (+0 eff.) Changes stats: +10 Cun / +7 Mag Changes resistances: +18% lightning / +11% fire / +10% cold Reduces incoming crit damage: 15.00% Mental save: +15 (+4 eff.) Disarm immunity: +20% Infravision radius: +3 A pointy cloth hat, very wizardly... |
| On hands | Shimmerwolf the voratun gauntlets (15 def, 19 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +23 (+6 eff.) Armour: +19 Defense: +15 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 10 lightning Changes stats: +6 Dex Changes resistances: +5% arcane / +18% cold Talent granted: +5 Iron Grip Disarm immunity: +100% Mindpower: +25 (+5 eff.) Mental crit. chance: +5% When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing 'Coalusher' [power 206] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 36% Changes resistances: +15% cold Changes resistances penetration: +20% darkness Silence immunity: +10% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 12 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | HellqueenInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 fire Changes resistances: +9% blight / +6% fire / +11% nature Changes resistances penetration: +10% fire Changes damage: +3% temporal Mental save: +9 (+2 eff.) Poison immunity: +22% Disease immunity: +18% Confusion immunity: +26% Life regen: +13.00 Maximum life: +61.00 Healing mod.: +14% Rings make your fingers look great! |
| On fingers | Ce'NiwenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +23 (+6 eff.) Changes stats: +4 Dex Changes resistances: +4% physical Changes damage: +15% blight Mental save: +12 (+3 eff.) Only die when reaching: -40.00 life Maximum hate: +6.00 Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 46 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | harmonious living mindstar (116% power, 65 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 85% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +65 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 63 damage and reducing their armor When wielded/worn: Changes resistances: +4% nature Changes resistances penetration: +6% nature Changes damage: +8% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +17 (+3 eff.) Mental crit. chance: +5% 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. |
| Around waist | Polyba the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Changes stats: +5 Cun Critical mult.: +20.00% Physical save: +15 (+8 eff.) Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mental crit. chance: +4% A belt that goes around your waist. |
| In off hand | Purespawner the living mindstar (114% power, 65 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 85% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +65 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 63 damage and reducing their armor Damage (radius 2) on crit: +20 temporal When wielded/worn: Changes resistances: +15% nature / +9% temporal Changes damage: +12% light Talent granted: +1 Attune Mindstar Mental save: +7 (+2 eff.) Psi when hit: +0.20 Maximum hate: +4.00 Maximum psi: +41.00 Mindpower: +42 (+8 eff.) Mental crit. chance: +8% 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. |
| Cloak | Bokogohor the Lightknave (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +30% lightning Blindness immunity: +20% Stun/Freeze immunity: +50% Knockback immunity: +20% Equilibrium when hit: +0.20 Maximum life: +100.00 Maximum psi: +30.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (12 def, 10 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Reduces incoming crit damage: 35.00% Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 99% / cooldown 81%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 81%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 167% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 97%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 8) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 222; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 628%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 172; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ce'NorerinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag / +7 Wil / +6 Cun / +4 Con Changes damage: +12% temporal Reduces incoming crit damage: 15.00% Light radius: +3 Amulets make your neck look great! |
FuluhadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Dex / +2 Wil / +5 Con Changes resistances: +19% temporal Changes resistances penetration: +20% mind Mental save: +9 (+2 eff.) Pinning immunity: +38% Knockback immunity: +35% Mindpower: +20 (+4 eff.) Infravision radius: +3 Amulets make your neck look great! |
Rageharamas the GlacieroathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes resistances: +12% cold / +17% light / +16% darkness Changes damage: +15% acid Blindness immunity: +30% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 36/36) : Effective talent level: 4.0 Power cost: 28 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Salatha'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+5 eff.) Defense: +17 (+5 eff.) Changes stats: +17 Lck / +2 Str Critical mult.: +40.00% Spell save: +9 (+4 eff.) Spell crit. chance: +4% Mindpower: +30 (+6 eff.) Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
voratun amulet 'Nimbusfist'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Fatigue: -10% Changes resistances: +15% lightning Changes resistances penetration: +10% temporal Changes damage: +18% lightning / +7% physical Physical save: +20 (+10 eff.) Spell save: +15 (+7 eff.) Mental save: +18 (+4 eff.) Life regen: +3.00 Combat speed: +10% Amulets make your neck look great! |
BethorinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% fire Changes resistances penetration: +15% mind Changes damage: +11% fire Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
Polata the BlastwillInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +15% lightning / +24% fire Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +12% fire Life regen: +7.00 Maximum life: +44.00 Mindpower: +9 (+1 eff.) Healing mod.: +15% Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.25 cold and 19.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 46 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's gold ring of darkness (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +30% darkness Changes damage: +15% darkness Rings make your fingers look great! |
gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 44 Damage (Melee): 7 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 44 Damage (Ranged): 8 physical Changes stats: +5 Str / +2 Cun / +5 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +7 Str / +7 Con Life regen: +12.00 Maximum life: +56.00 Healing mod.: +14% Rings make your fingers look great! |
gladiator's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +5 Con Disarm immunity: +44% Pinning immunity: +31% Knockback immunity: +40% Maximum life: +40.00 Rings make your fingers look great! |
gold ring 'Glunor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +9 Dex / +8 Cun / +5 Con Changes resistances: +15% nature Changes resistances penetration: +10% physical Changes damage: +6% mind Critical mult.: +5.00% Physical save: +15 (+8 eff.) Rings make your fingers look great! |
marksman's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +8 Dex Changes resistances: +10% acid / +16% fire / +22% lightning / +19% cold Rings make your fingers look great! |
pixie's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 21 light Changes stats: +4 Cun / +5 Mag Changes damage: +11% light Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
solipsist's gold ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +7 (+1 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
titan's steel ring of blight (+11%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% blight Changes damage: +11% blight Physical save: +6 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring of arcana (+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Silence immunity: +31% Mana each turn: +0.12 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Amybers the Fogbright (138% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 36% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (radius 2) on crit: +20 darkness When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% cold / +5% arcane / +15% nature Changes resistances penetration: +25% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Xytira the stralite battleaxe (156% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +20 nature / +12 physical When wielded/worn: Accuracy: +23 (+6 eff.) Physical power: +20 (+7 eff.) Armour: +4 Changes stats: +3 Str / +7 Dex / +16 Wil / +13 Con Changes damage: +9% acid Maximum life: +89.00 Combat speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Moon (100% power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 20% Cun, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel dagger of the mystic (117% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +8 blight When wielded/worn: Changes stats: +5 Mag / +5 Wil Disease immunity: +23% Spellpower: +8 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.mighty dragonbone longbow of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +14 fire When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +5 Str Changes damage: +27% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Sword of Potential Futures (133% power, 10 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
dwarven-steel mace 'Aerotha' (128% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Damage when hit (Melee): 4 arcane / 2 blight Changes stats: +12 Str / +11 Dex / +11 Mag / +13 Wil / +14 Cun / +14 Con Critical mult.: +24.00% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Maximum vim: +10.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.fungal hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +11 Con / +10 Wil Talent mastery: +0.10 Wild-gift / Fungus Maximum life: +46.00 It can be used to regenerate 142 life over 5 turns Activation puts all charms on cooldown for 16 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.mighty voratun steamgun of fire Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +16 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes damage: +14% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.overgrown voratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 5). When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Life regen: +1.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.steady dwarven-steel steamgun of enduring Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Changes stats: +9 Con / +7 Wil Maximum life: +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.steel steamgun of true flight Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
LightfearCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +4 (+1 eff.) Changes stats: +9 Dex / +7 Cun / +5 Lck Changes resistances: +3% lightning Changes resistances penetration: +20% light Critical mult.: +7.00% Trap disarming bonus: +5 Stealth bonus: +6 Spell save: +6 (+3 eff.) Mental crit. chance: +6% Light radius: +1 Infravision radius: +3 A belt that goes around your waist. |
QuenchblastInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +4 Str / +8 Dex / +4 Wil / +6 Cun / +8 Lck Changes resistances: +5% lightning / +7% temporal Changes resistances penetration: +20% acid / +10% cold Trap disarming bonus: +17 Stealth bonus: +7 Physical save: +12 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +11 (+3 eff.) Infravision radius: +3 A belt that goes around your waist. |
hardened leather belt 'Xanidhessra'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 6 arcane Changes stats: +4 Cun / +11 Wil Changes damage: +3% mind Damage against: +20% Summoned Reduced damage from: +21% Summoned Spell save: +9 (+4 eff.) Mental save: +7 (+2 eff.) Maximum life: +60.00 Size category: +1 A belt that goes around your waist. |
monstrous hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +6% acid / +7% fire / +7% lightning / +7% cold Physical save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Abyssbright the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +7.0% Defense: +2 (+0 eff.) Changes stats: +6 Str / +3 Dex / +5 Con Changes resistances: +12% cold Changes resistances penetration: +20% fire / +10% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.marshal's elven-silk cloak of Iron Throne (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +5 Con Physical save: +7 (+4 eff.) Maximum life: +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +8% acid / +7% fire / +7% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanidan the woollen robe (2 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +5 Dex / +2 Mag Changes resistances: +18% cold / +13% mind / +9% all Changes damage: +13% mind / +12% cold Physical save: +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elath (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +8 Dex / +5 Wil / +3 Cun / +8 Lck Changes resistances penetration: +10% mind Stealth bonus: +8 See invisible: +12 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Rainripper (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage when hit (Melee): 6 acid / 6 cold Changes stats: +11 Str / +3 Mag Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level.Crown of Burning Pain (13 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 19 power out of 50/50) : Effective talent level: 2.0 Power cost: 19 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 56.94 fire and 56.94 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level.Eilinowen the cashmere wizard hat (17 def, 14 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +14 Defense: +17 (+5 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +24% lightning Changes damage: +16% lightning / +9% physical Only die when reaching: -60.00 life Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
Emuldath the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Wil / +2 Cun / +3 Con Changes resistances: +1% physical Equilibrium when hit: +0.12 Mindpower: +4 (+0 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.aegis cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Life regen: +2.90 Spellpower: +4 (+2 eff.) Damage Shield Power: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Nerivea' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Defense: +2 (+0 eff.) Changes stats: +5 Str / +3 Wil / +3 Cun Changes resistances: +16% mind Changes damage: +16% mind / +18% physical Only die when reaching: -80.00 life See invisible: +9 A pointy cloth hat, very wizardly... |
hardened leather hat 'Lustremistress' (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +14 Str / +7 Dex Changes resistances: +15% light Changes resistances penetration: +10% light Stamina each turn: +3.00 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 63.1 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.hardened leather hat of blood magic (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +5 Wil Changes damage: +7% blight / +8% arcane Spell crit. chance: +3% A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk wizard hat of time (+15%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% temporal Changes damage: +15% temporal Mana each turn: +0.17 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Medical Urgency Vest (6 def, 7 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+8 eff.) This light leather armour features a special medical injector. |
This item will automatically be transmogrified when you leave the level.Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +7.00 Maximum life: +50.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Toknor (24 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +24 (+7 eff.) Fatigue: +8% Changes stats: +7 Str / +9 Dex Critical mult.: +17.00% Physical save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble drakeskin leather armour of lightning resistance (31 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +31 (+9 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +20% lightning Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Nerynn the dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Str / +7 Dex / +7 Cun Changes resistances: +15% temporal / +16% light / +16% darkness Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 76 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.barbed quiver of dragonbone arrows of accuracy (24/24, 180% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +18 Armour Penetration: +18 Crit. chance: +15.0% Capacity: 24 On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
285 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yvovea the Cracklebreaker (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +15% lightning / +7% physical / +13% nature Changes damage: +6% lightning / +8% nature / +3% darkness Maximum life: +25.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 76 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 275.40 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 414.12 fire damage (based on Magic) Activation costs 38 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 103% of the healing done. This effect scales with your Magic stat. Activation costs 57 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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. |
amazing frost salve [power 31] amazing frost salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 142% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. |
amazing water salve [power 31] amazing water salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 142% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (31% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. |
powerful healing salve [power 318] powerful healing salve [power 318]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 52% cooldown modifier. It can be used to heal 318 Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. |
powerful pain suppressor salve [power 275] powerful pain suppressor salve [power 275]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -275 life and reduces all damage by 19% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of accuracy (22/22, 175% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +6 Crit. chance: +17.0% Capacity: 22 On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.chilling pouch of dwarven-steel shots of daylight (17/23, 142% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 143% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 Damage (Ranged): +14 light / +11 cold Damage against: +20% Undead Shots are used with slings to pummel your foes to death. |
mastercraft mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Mana each turn: +4.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Just now the Drem Wanderer level 36
1st Iron 123rd year of Ascendancy at 05:37 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Just now the Drem Wanderer level 34
22nd Shortage 122nd year of Ascendancy at 09:58 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Just now the Drem Wanderer level 19
16th Dearth 122nd year of Ascendancy at 19:06 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Just now the Drem Wanderer level 39
14th Iron 123rd year of Ascendancy at 08:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Just now the Drem Wanderer level 23
44th Dearth 122nd year of Ascendancy at 22:21 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Just now the Drem Wanderer level 40
23rd Steel 123rd year of Ascendancy at 08:19 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Just now the Drem Wanderer level 33
17th Shortage 122nd year of Ascendancy at 22:58 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Just now the Drem Wanderer level 36
4th Iron 123rd year of Ascendancy at 21:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Just now the Drem Wanderer level 24
13rd Loss 122nd year of Ascendancy at 07:06 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Just now the Drem Wanderer level 40
8th Steel 123rd year of Ascendancy at 22:15 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Just now the Drem Wanderer level 19
16th Dearth 122nd year of Ascendancy at 19:06 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Just now the Drem Wanderer level 27
25th Loss 122nd year of Ascendancy at 01:24 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Just now the Drem Wanderer level 39
20th Iron 123rd year of Ascendancy at 23:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Just now the Drem Wanderer level 10
3rd Profit 122nd year of Ascendancy at 23:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Just now the Drem Wanderer level 20
17th Dearth 122nd year of Ascendancy at 16:11 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Just now the Drem Wanderer level 30
7th Shortage 122nd year of Ascendancy at 09:18 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Just now the Drem Wanderer level 40
7th Steel 123rd year of Ascendancy at 18:37 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Just now the Drem Wanderer level 7
26th Voratun 122nd year of Ascendancy at 09:46 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Just now the Drem Wanderer level 36
29th Shortage 122nd year of Ascendancy at 19:58 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Just now the Drem Wanderer level 41
29th Steel 123rd year of Ascendancy at 11:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Just now the Drem Wanderer level 20
18th Dearth 122nd year of Ascendancy at 07:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Just now the Drem Wanderer level 19
16th Dearth 122nd year of Ascendancy at 01:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Just now the Drem Wanderer level 9
28th Voratun 122nd year of Ascendancy at 08:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Just now the Drem Wanderer level 6
23rd Voratun 122nd year of Ascendancy at 03:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Just now the Drem Wanderer level 26
19th Loss 122nd year of Ascendancy at 19:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Just now the Drem Wanderer level 21
26th Dearth 122nd year of Ascendancy at 20:29 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Just now the Drem Wanderer level 33
21st Shortage 122nd year of Ascendancy at 01:37 see stats
Log
Talent Waking Nightmare is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Haste is ready to use.
Your summoned Shasshhiy'Kaish's Inner Demon disappears.
You feel a surge of power as a powerful creature falls nearby.
Talent Nightmare is ready to use.
Talent Elemental Split is ready to use.
Talent Invigorate is ready to use.
Rested for 122 turns (stop reason: all resources and life at maximum).
Just now picks up (n.): schematic: Iron Grip.
Just now picks up (p.): schematic: Mental Stimulator.
Just now picks up ( .): Medical Urgency Vest (6 def, 7 armour).
Just now picks up (U.): fungal hardened leather sling of enduring.
Just now picks up (T.): Sword of Potential Futures (133% power, 10 apr).
Just now picks up ( .): hardened leather hat of blood magic (0 def, 3 armour).
Just now picks up ( .): barbed pouch of voratun shots of accuracy (22/22, 175% power, 6 apr).
Just now picks up (9.): Crown of Burning Pain (13 def, 0 armour).
Just now picks up (3.): marshal's elven-silk cloak of Iron Throne (3 def, 0 armour).
Just now picks up ( .): nimble drakeskin leather armour of lightning resistance (31 def, 8 armour).
Just now picks up (W.): mighty voratun steamgun of fire.
Just now picks up (X.): overgrown voratun steamgun of recursion.
Lore found: Medical Urgency Vest
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Sword of Potential Futures
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Crown of Burning Pain
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 6 turns (stop reason: dialog is displayed).


























































































































































































