











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/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.
Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Wyrmic Compatibility 1.7.2Makes the Revamped Wyrmic a separate class from the normal wyrmic Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic) Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 23 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 2nd Dearth 122nd year of Ascendancy at 19:25 / 1 |
Primary Stats
| Strength | 66 (base 51) |
| Dexterity | 12 (base 10) |
| Constitution | 58 (base 51) |
| Magic | 12 (base 10) |
| Willpower | 80 (base 50) |
| Cunning | 60 (base 27) |
Resources
| Life | -59/1195 |
| Steam | 100/100 |
| Stamina | 341/341 |
| Equilibrium | 40 |
| Healing Factor | 1.5201339505268 |
| Regeneration | 30.156851008838 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +69.545105411692% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 53 |
| Crit Chance | 28% |
| APR | 12 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 31% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +38% |
| Blight | +8% |
| Physical | +8% |
| Cold | +23% |
| All | 0% |
| Darkness | +8% |
| Lightning | +8% |
| Mind | +54% |
| Fire | +11% |
| Nature | +32% |
Offense: Damage Penetration
| Acid | +28% |
| Blight | +18% |
| Physical | +18% |
| Cold | +18% |
| All | +7% |
| Darkness | +18% |
| Temporal | +17% |
| Lightning | +18% |
| Mind | +17% |
| Fire | +18% |
| Nature | +18% |
Defense: Base
| Armour (hardiness) | 33.317011280365 (72.903125182002%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 28 |
| Physical Save | 45 |
| Spell Save | 42 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 46%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 59%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 15%( 70%) |
| Lightning | + 45%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 23% |
| Fear Resistance | 60% |
| Knockback Resistance | 49% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Earuharasta'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Wil offense ------ Critical power +5.00% Ignore resists +5% mind defense ------ Resistance +6% acid Mind save +6 (+2 eff.) other ------- 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. |
| On head | The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.4 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 26.95 mind and 18.90 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 6.16 mind and 4.32 darkness damage per turn and increases cooldowns by 30%. Haunted: Causes the target to suffer 10.59 mind and 7.43 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | iron gauntlets 'Blindwell' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Cun offense ------ On-Hit 6 nature Damage +4% nature +9% acid defense ------ Armor +1 Fatigue +1% Resistance +6% nature +3% light Mind save +3 (+1 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. |
| Tool | steel torque of mindblast 'Hathidofang' [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% acid +30% mind Blast the opponent's mind dealing 246 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Scaldspawn0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Dex offense ------ Damage +3% fire Accuracy +7 (+2 eff.) defense ------ Defense +5 (+3 eff.) Resistance +6% acid +12% darkness +12% lightning Life Regen +4.00 Rings make your fingers look great! |
| On fingers | Velada the Willowknight0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +3 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Mind save +7 (+2 eff.) Confus Resist +23% other ------- See Invisibility +9 Rings make your fingers look great! |
| Around neck | Wretchglory the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +18% mind When Hit 6 mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% lightning +6% nature Spell save +12 (+4 eff.) Stun Resist +25% Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Belosewen' (28-39 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 nature +10 mind On Hit: * 15% chance to reduce all saves and defense by 32 While equipped: Stats +3 Cun +2 Wil offense ------ Spellpower +15 (+8 eff.) Ignore resists +7% all Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Armor +4 Resistance +6% blight Life Regen +2.00 other ------- Max mana +20.00 Blunt and deadly. |
| Around waist | Hanogagund1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Ignore resists +10% acid +5% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +15% blight Mind save +12 (+4 eff.) Life Regen +1.00 Healmod +20% A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of winter (0 def, 6 armour, 28-34 power, 79.5 block)7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 28.5 - 34.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +79 On-hit +12 cold On-Hit, radius 1 +12 fire While equipped: Stats +2 Wil offense ------ On-Hit 5 fire On shield block: * Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 5 fire defense ------ Armor +6 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Camurab (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Wil +2 Cun +2 Con offense ------ Damage +6% mind defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethora (3 def, 10 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +6 Wil +7 Cun offense ------ Ignore resists +10% temporal defense ------ Armor +10 Defense +3 (+2 eff.) Fatigue +12% Resistance +8% acid +11% cold +12% darkness +17% blight Mind save +10 (+3 eff.) other ------- Light +1 See Invisibility +3 Breathe water A suit of armour made of mail. |
Inventory
wild infusion of the sneak (res 28%; physical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune (damage 45; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 45.54 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Second Skin0.1 Encumbrance 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. |
dwarven-steel battleaxe of massacre (40-60 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe of shearing (31-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +7 (+2 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
steel battleaxe 'Daybreacher' (18-27 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 mind +12 light On-Hit, radius 1 +8 temporal While equipped: offense ------ Damage +3% light +9% mind Ignore resists +20% mind +10% physical Accuracy +12 (+4 eff.) Ignore Armor +10 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed battleaxes. |
thought-forged steel battleaxe of daylight (21-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Psionic Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 mind +7 light Damage Against +20% Undead On Hit: * 19% chance to reduce all saves and defense by 32 While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
chilling dwarven-steel greatmaul of enduring (41-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/Nature Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +14 cold While equipped: Stats +9 Con +10 Wil defense ------ Life +65.00 Massive two-handed mauls. |
Floeking (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +16 cold While equipped: Stats +10 Str +9 Dex +10 Mag +12 Wil +13 Cun +12 Con offense ------ Ignore resists +20% cold When Hit 6 cold defense ------ Resistance +6% nature +12% temporal Massive two-handed swords. |
Branygund the Cleansetide (14-19 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 nature On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: Stats +8 Wil offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+5 eff.) Disarm Resist +23% other ------- Infravision +3 Sharp, long, and deadly. |
Silotta the steel longsword (15-21 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane While equipped: Stats +3 Wil offense ------ Ignore resists +8% physical Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Resistance +6% lightning +9% light Life +40.00 Healmod +15% other ------- Mana/turn +0.08 Sharp, long, and deadly. |
dwarven-steel longsword of evisceration (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Sharp, long, and deadly. |
harmonious thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% nature Ignore resists +3% nature defense ------ Resistance +5% nature Physical save +2 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
wrathful thorny mindstar of clarity (7-7 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +6 (+2 eff.) defense ------ Mind save +4 (+1 eff.) other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 Max psi +10.00 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. |
Elenyrion the Blazefear (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+3 eff.) Damage +15% lightning +15% cold Ignore resists +5% lightning When Hit 8 lightning defense ------ Resistance +3% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galethorn (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+5 eff.) Spellpower/crit +5 Damage +20% lightning +15% blight Ignore resists +5% lightning +15% blight defense ------ Armor +2 Hardiness +4% Physical save +13 (+4 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of wizardry (25-30 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +19 (+10 eff.) Damage +25% fire other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Charpunish' (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% lightning +3% physical Ignore Armor +4 defense ------ Defense +8 (+4 eff.) Resistance +6% fire Physical save +12 (+4 eff.) other ------- Max stamina +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.80 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. |
dwarven-steel steamgun of acid4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +5 acid Uses 2.0 Steam While equipped: offense ------ Damage +11% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Accuracy +7 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamsaw 'Porelerin' (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Hit: * 10% chance to reduce all saves and defense by 32 Uses 1.0 Steam When used to Attack: On-hit +14 cold On-crit, radius 2 +8 mind While equipped: Stats +1 Wil offense ------ On shield block: * Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +15% blight +10% cold +12% light other ------- 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! |
steel waraxe 'Tarredegamnir' (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Critical power +10.00% Mindpower +10 (+3 eff.) Damage +6% mind When Hit 8 acid defense ------ Resistance +15% acid Physical save +12 (+4 eff.) One-handed war axes. |
warbringer's dwarven-steel waraxe of evisceration (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +15 (+5 eff.) Ignore resists +5% physical defense ------ Disarm Resist +13% One-handed war axes. |
Arabrera1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +1% Mindpower +20 (+7 eff.) defense ------ Life Regen +1.20 Healmod +17% Disarm Resist +20% A belt that goes around your waist. |
Emelerin the Sulfurradiance1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +3% acid +6% nature On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Resistance +13% acid +7% fire +9% mind +7% cold +3% nature +6% lightning A belt that goes around your waist. |
blurring hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+4 eff.) Fatigue -5% Stealth +7 other ------- Encumbrance +32 A belt that goes around your waist. |
Sparkspire the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +6 Cun +1 Wil offense ------ Mind Crit +3% Damage +6% lightning When Hit 4 mind 4 fire defense ------ Defense +2 (+1 eff.) Physical save +7 (+2 eff.) Mind save +10 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Spell save +14 (+4 eff.) Mind save +8 (+3 eff.) other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crackledare (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +8 Wil +1 Cun offense ------ Damage +12% nature Ignore resists +5% lightning defense ------ Resistance +18% nature +7% all other ------- See Invisibility +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +18 (+9 eff.) Damage +8% all defense ------ Resistance +11% all Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorynn (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +10 Lck +8 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 60% * 20 arcane resource burn defense ------ Armor +3 Resistance +9% cold Stealth +5 other ------- See Invisibility +9 A pair of boots made of leather. |
Radianceraze (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Cun +6 Con offense ------ Damage +6% light +12% temporal defense ------ Armor +3 Crit Resistance 15.00% Physical save +17 (+5 eff.) Mind save +18 (+5 eff.) other ------- See Invisibility +6 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +2 Wil offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Ignore resists +6% physical Ignore Armor +5 defense ------ Armor +3 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Resistance +8% lightning +7% temporal other ------- Stamina/turn +0.50 Max stamina +11.00 A pair of boots made of leather. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +9% fire +7% cold other ------- Stamina/turn +0.50 Max stamina +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyruta the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +8 Mag +5 Wil +2 Cun +4 Con offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) Crit Resistance 15.00% other ------- Infravision +3 A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +6 Con offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +5% physical +9% arcane +7% darkness defense ------ Defense +2 (+1 eff.) Resistance +8% darkness +5% physical other ------- Max hate +7.00 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of time (+11%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% temporal defense ------ Defense +1 (+1 eff.) Resistance +11% temporal other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +7% physical Physical save +13 (+4 eff.) A suit of armour made of mail. |
prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +10% light +10% darkness +6% arcane Spell save +10 (+3 eff.) A suit of armour made of mail. |
Glorunn the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +4 Dex +5 Wil +2 Con offense ------ Physical Power +10 (+3 eff.) Mindpower +8 (+3 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +13% acid +9% physical +10% cold +12% lightning +10% fire Crit Resistance 15.00% A suit of armour made of leather. |
hardened leather armour 'Shiverspiker' (25 def, 11 armour)9.0 Encumbrance T3 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Con offense ------ Physical Crit +4.0% Ignore resists +10% cold Ignore Armor +9 When Hit 10 cold defense ------ Armor +11 Defense +25 (+13 eff.) Fatigue +8% Resistance +18% lightning Mind save +10 (+3 eff.) other ------- Stamina/turn +0.70 Infravision +1 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 180 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
volcanic cured leather armour of resilience (6 def, 9 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: offense ------ On-Hit 5 fire On-Ranged-Hit 5 fire defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +7% Resistance +13% fire +10% physical Life +24.00 A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 11 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: offense ------ On-Hit 5 fire On-Ranged-Hit 6 fire defense ------ Armor +11 Defense +9 (+5 eff.) Fatigue +8% Resistance +15% fire +10% physical A suit of armour made of leather. |
Winterspike the dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +25% cold When Hit 4 darkness defense ------ Armor +11 Fatigue +22% Resistance +9% darkness +3% cold Life +39.00 Life Regen +5.00 Healmod +13% A suit of armour made of metal plates. |
crackling steel shield of fire resistance (+11%) (0 def, 4 armour, 13-16 power, 39.5 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +12 lightning While equipped: Stats +3 Dex offense ------ When Hit 5 lightning defense ------ Armor +4 Fatigue +8% Resistance +11% lightning +16% fire other ------- Talents +1 Block Handheld deflection devices. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
149 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chillpython the pouch of dwarven-steel shots (22/22, 33-40 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Nature Weapon Damage 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 On-ranged-hit +5 nature +16 light On-Hit, radius 1 +8 cold On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce all saves and defense by 32 Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of accuracy (12/18, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +2 Critical Rate +4.5% Capacity 18 Auto Reload 5 Shots are used with slings to pummel your foes to death. |
tundral pouch of dwarven-steel shots of persecution (19/19, 31-37 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature/Disrupt Weapon Damage 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +16 cold Damage Against +18% Unnatural +5% Unliving On-crit, radius 2 +7 cold Shots are used with slings to pummel your foes to death. |
Isleth the dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Armor +4 Resistance +9% nature +9% blight Healmod +20% other ------- Max psi +10.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Exari the Dwarf Wyrmic level 18
36th Profit 122nd year of Ascendancy at 22:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Exari the Dwarf Wyrmic level 10
1st Acquisition 122nd year of Ascendancy at 20:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Exari the Dwarf Wyrmic level 20
10th Wealth 122nd year of Ascendancy at 02:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Exari the Dwarf Wyrmic level 15
11st Profit 122nd year of Ascendancy at 00:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Exari the Dwarf Wyrmic level 9
31st Voratun 122nd year of Ascendancy at 08:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Exari the Dwarf Wyrmic level 16
14th Profit 122nd year of Ascendancy at 01:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Exari the Dwarf Wyrmic level 18
3rd Wealth 122nd year of Ascendancy at 20:50 see stats
Log
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Exari uses Infusion: Healing.
Exari's deep wound closes.
Exari gains 4% of a turn from Ancestral Life.
Exari receives 220 healing from Infusion: Healing.
Exari is confused and fails to use Infusion: Regeneration.
Exari instinctively hardens her skin and ignores the attack!
Exari repels an attack from Porekira the maulotaur.
Porekira the maulotaur casts Flame.
Porekira the maulotaur hits Exari for 29 physical, 33 fire, 4 fire (68 total damage).
Melee retaliation hits Porekira the maulotaur for 3 mind, 1 fire, 19 cold (24 total damage).
Exari shrugs off the effect 'Brittle Bones'!
Exari's corrosive acid area effect hits Armoured skeleton warrior for 18 acid damage.
Exari's corrosive acid area effect hits Porekira the maulotaur for 31 acid damage.
Exari's corrosive acid area effect hits Glarin the cutpurse for 22 acid damage.
Exari's corrosive acid area effect hits Armoured skeleton warrior for 23 acid damage.
Carrion worm mass's blight area effect hits Porekira the maulotaur for 46 blight damage.
Glarin the cutpurse's aura of power vanishes.
Porekira the maulotaur slows down.
Armoured skeleton warrior uses Overpower.
Exari resists the knockback!
Armoured skeleton warrior uses Overpower.
Exari resists the knockback!
Armoured skeleton warrior hits Exari for 112 physical, 5 acid, 64 fire, 30 physical, 8 acid, 31 physical, 8 acid (262 total damage).
Armoured skeleton warrior hits Exari for 147 physical damage.
Melee retaliation hits Armoured skeleton warrior for 3 mind, 2 fire, 16 cold, 1 mind, 2 fire, 16 cold, 3 mind, 2 fire, 16 cold (63 total damage).
Melee retaliation hits Armoured skeleton warrior for 2 mind, 1 fire, 13 cold, 2 mind, 1 fire, 13 cold, 2 mind, 1 fire, 13 cold (51 total damage).
Exari the level 23 dwarf wyrmic was eviscerated to death by an armoured skeleton warrior on level 1 of The Maze.



































































































































