













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Steamsaw Mastery added to Weapon Mastery 1.7.2Simply makes Steamsaw Mastery attach to Weapon Mastery talent. Doesn't say so in talent, but you'll see the power rise when you take it if you want to confirm. Lets non-Butchers enjoy Steamsaws. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 21 / 86% |
| Size | huge |
| Lifes / Deaths | Killed by Emeleda the snow giant at level 21 on the 24th Dusk 123rd year of Ascendancy at 22:49 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 44) |
| Dexterity | 12 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 63.2 (base 50) |
| Cunning | 26.8 (base 10) |
Resources
| Life | -3/836 |
| Equilibrium | 54 |
| Steam | 100/100 |
| Healing Factor | 1.1645771506545 |
| Regeneration | 14.453240274691 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 29 |
| Crit Chance | 22% |
| APR | 22 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 50 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 34% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +9% |
| Cold | +12% |
| Nature | +16% |
| Physical | +15% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +34% |
| Acid | +22% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24.522593642275 (82.32946707186%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 2 |
| Physical Save | 35 |
| Spell Save | 41 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 33%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 8%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Blind Resistance | 31% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Stun Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 effect and reduce all damage taken by 31% for 2 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: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed honey tree root. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within1 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 | Taintlore (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 60% defense ------ Armor +3 Resistance +6% lightning +3% fire +6% light +9% temporal Physical save +10 (+5 eff.) Spell save +9 (+3 eff.) Mind save +7 (+3 eff.) Teleport Resist +20% A pair of boots made of leather. |
| Light source | watchleader's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +5 (+2 eff.) Blind Resist +21% Confus Resist +10% other ------- Light +6 See Stealth +8 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. 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 | linen wizard hat 'Dimstinger' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Cun offense ------ Damage +11% physical On-Hit (Melee): * 10% chance to reduce armor by 11% * 10% chance to reduce damage dealt by 26% defense ------ Defense +1 (+1 eff.) Resistance +9% acid +11% physical +6% temporal Mind save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | sand dwarven-steel gauntlets of dexterity (+3) (0 def, 7 armour) 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 physical Damage +4% physical Accuracy +12 (+6 eff.) defense ------ Armor +7 Fatigue +3% Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-Hit, radius 1 +5 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Hurelanik the dwarven-steel torque of mindblast [power 215] (23/15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Mind Crit +3% On-Hit (Melee): * 20% chance to reduce armor by 11% other ------- Hate-on-crit +3.00 Blast the opponent's mind dealing 247 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +22.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | Gunyhor the Shadeschism0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% mind +9% cold Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | Lightdare0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning +3% cold +9% light When Hit 4 cold defense ------ Resistance +3% lightning +6% light Healmod +11% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 290 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | dwarven-steel waraxe 'Emarita' (38-53 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 38.0 - 53.2 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-crit, radius 2 +13 acid +17 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Damage +6% mind Ignore resists +11% acid +17% nature Ignore Armor +9 other ------- Stamina/turn +1.00 EQ when Hit +0.12 Mana-on-crit +2.19 Hate-on-crit +4.00 One-handed war axes. |
| Around waist | Samadur 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Wil +5 Con offense ------ Mind Crit +5% Physical Power +8 (+3 eff.) Mindpower +10 (+4 eff.) defense ------ Fatigue -12% Physical save +16 (+7 eff.) Mind save +7 (+3 eff.) other ------- Encumbrance +30 Psi when Hit +0.12 Size +1 A belt that goes around your waist. |
| In off hand | creative pulsing mindstar of resolve (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +4% Critical power +5.00% Mindpower +8 (+3 eff.) defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Prismqueen' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +2 (+2 eff.) Resistance +12% lightning +6% light +12% blight +3% fire +15% nature +15% cold Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Movon (2 def, 9 armour) 14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: defense ------ Armor +9 Hardiness +20% Defense +2 (+2 eff.) Fatigue +15% Resistance +18% acid +15% cold +5% mind +9% light Mind save +11 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.04 A suit of armour made of mail. |
Inventory
medical injector implant of the warrior (efficiency 134% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 65%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (die at -433; dur 7; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -433 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 867 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 31%; magical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
schematic: Lightning Coil0.1 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. |
schematic: Magnetic Shell0.1 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. |
schematic: Rocket Boots0.1 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. |
schematic: Steamsaw0.1 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. |
schematic: Waterproof Coating0.1 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
clarifying steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +15% mind Confus Resist +23% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper ring 'Cyrynne'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% acid +10% cold defense ------ Resistance +3% acid +20% cold +5% arcane Crit Resistance 5.00% Stun Resist +10% Rings make your fingers look great! |
copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Rings make your fingers look great! |
gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% cold defense ------ Resistance +26% cold Rings make your fingers look great! |
Shockking the ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane 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: Stats +1 Str +1 Con offense ------ Spell Crit +9% Spellpower +6 (+3 eff.) Damage +9% mind +15% physical Ignore resists +25% mind +5% lightning When Hit 8 lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Nature Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +12 spydric poison While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ Damage +4% nature defense ------ Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Spinel: Nature Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Plaguehash the steel greatsword (36-57 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +4 fire While equipped: offense ------ Damage +3% nature +12% fire Ignore resists +10% nature When Hit 8 mind defense ------ Resistance +9% mind Massive two-handed swords. |
Pitchpanic (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Disrupt Weapon Damage 36.0 - 57.6 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% Damage Against +28% Unnatural While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +10 (+4 eff.) defense ------ Resistance +6% darkness Mind save +18 (+6 eff.) other ------- Max hate +4.00 Massive two-handed swords. |
truestriking dwarven-steel greatsword of massacre (49-78 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 49.0 - 78.4 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% While equipped: offense ------ Ignore resists +7% physical Accuracy +12 (+6 eff.) Ignore Armor +13 Massive two-handed swords. |
manaburning stralite greatsword of massacre (58-94 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 58.5 - 93.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 19 arcane resource burn Massive two-handed swords. |
Xanawyn (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +2 Str offense ------ Mindpower +5 (+2 eff.) Ignore resists +14% physical Accuracy +11 (+6 eff.) Ignore Armor +14 defense ------ Resistance +2% physical Blunt and deadly. |
iron waraxe 'Rottooth' (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Disrupt Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 nature While equipped: Stats +4 Cun offense ------ Damage +3% cold defense ------ Resistance +7% acid +8% lightning +8% cold +7% fire +3% all Spell save +5 (+2 eff.) One-handed war axes. |
balanced steel waraxe of erosion (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 13.5 - 18.9 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 +9 nature While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% One-handed war axes. |
Getedusin the Flarekarma (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil +4 Cun offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Ignore resists +5% fire defense ------ Crit Resistance 5.00% Life +14.00 Life Regen +0.60 other ------- Infravision +3 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. |
Hurykor the Abyssedge (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +4 fire While equipped: Stats +1 Cun +3 Con offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Damage +3% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying mossy mindstar of clarity (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 3 mind 4 darkness Damage +2% mind +4% darkness defense ------ Mind save +3 (+1 eff.) other ------- Max psi +12.00 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. |
horrifying vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 6 darkness Damage +4% mind +2% darkness defense ------ Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of venom (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature 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: Stats +4 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) On-Hit 8 acid Damage +7% acid Ignore resists +5% acid defense ------ Resistance +7% acid Life Regen +1.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emelylrada the steel shield (0 def, 4 armour, 25-30 power, 84 block)7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 25.0 - 30.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +84 While equipped: offense ------ Physical Crit +6.0% Critical power +10.00% Ignore Shields +30% defense ------ Armor +4 Fatigue +8% Resistance +19% fire other ------- Vim-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
verdant woollen robe of the mind (+14%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Con offense ------ Damage +11% nature +14% mind defense ------ Resistance +14% mind +9% all Poison Resist +20% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+6 eff.) Fatigue +7% Physical save +15 (+7 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Yvessra the Blindraider (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Damage +12% acid +9% darkness Ignore resists +15% light +5% acid On-Hit (Melee): * 10% chance to reduce armor by 11% * 20% chance to reduce damage dealt by 26% defense ------ Armor +12 Defense +2 (+2 eff.) Fatigue +12% Resistance +14% acid +7% physical +7% fire +7% lightning +7% cold A suit of armour made of mail. |
enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Mind save +15 (+5 eff.) Life +33.00 Life Regen +2.00 Healmod +10% A suit of armour made of mail. |
Kiroddagorn1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Damage +6% blight When Hit 2 blight defense ------ Armor +6 Stealth +6 Life +40.00 Stun Resist +10% other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Hathechak1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +3% temporal Physical save +15 (+7 eff.) Mind save +7 (+3 eff.) Unlife -40.00 life Life Regen +4.00 Knockbk Resist +20% A belt that goes around your waist. |
Viletreason the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +3 Cun +2 Con offense ------ Ignore resists +15% nature defense ------ Defense +7 (+7 eff.) Crit Resistance 5.00% Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arukan' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun defense ------ Defense +7 (+7 eff.) Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- Hate-on-crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glintgrind' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con offense ------ Ignore resists +20% light When Hit 4 arcane defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Resistance +0% nature +0% cold Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozenspike the cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +12% acid Ignore resists +5% acid +15% cold Accuracy +5 (+3 eff.) Ignore Armor +5 defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +5% acid +26% cold +7% lightning +7% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Windwind the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 33% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots 'Glintveil' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Critical power +15.00% Move Speed +10% Ignore resists +5% light When Hit 10 light defense ------ Armor +3 Fatigue -6% Life +41.00 other ------- Stamina/turn +0.60 A pair of boots made of leather. |
Yvidadhetta the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +2 Dex +1 Mag +3 Wil +5 Cun defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue -3% Physical save +5 (+3 eff.) other ------- Encumbrance +25 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smolderlore (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 nature Damage +12% fire +3% nature +3% darkness Ignore resists +5% mind defense ------ Armor +1 Resistance +5% nature Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +20.00 Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat 'Fogfiend' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Damage +6% light defense ------ Armor +1 Fatigue +1% Resistance +7% cold other ------- Infravision +2 Breathe water A hat made of leather. Very stylish. |
hardened leather hat 'Demontouch' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex +3 Wil offense ------ Damage +12% darkness Ignore resists +10% fire When Hit 8 mind defense ------ Armor +3 Fatigue +3% other ------- Hate-on-crit +4.00 A hat made of leather. Very stylish. |
Blindobsidian the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Critical power +15.00% On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Psi when Hit +0.04 Breathe water A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.56 to 142.68 lightning damage (95.12 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Aeruldarin the Dimwinter (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex offense ------ Ignore resists +5% acid +5% darkness +10% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce armor by 11% defense ------ Armor +3 Fatigue +3% Resistance +20% darkness other ------- Infravision +4 A hat made of leather. Very stylish. |
Shadowgash (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Str +5 Cun +4 Con offense ------ Physical Crit +1.0% On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Defense +2 (+2 eff.) Physical save +9 (+5 eff.) Mind save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the bounder (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 133.6 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +2 Str +1 Dex +2 Cun +2 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
grounding dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% Resistance +7% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
60 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. |
Demonblood2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Con offense ------ Physical Crit +1.0% On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Resistance +5% arcane Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +8 See Invisibility +7 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. |
Huradil the Lightningfear2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Damage +6% acid Ignore resists +5% lightning defense ------ Resistance +6% acid +3% blight +3% darkness +3% all Spell save +12 (+4 eff.) other ------- Light +3 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. |
Mirepall the brass lantern2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +2 Dex +1 Con offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to slow global speed by 60% defense ------ Resistance +3% lightning +3% all Spell save +6 (+2 eff.) other ------- Max stamina +20.00 Light +3 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. |
Rimerace the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% fire +3% cold defense ------ Resistance +3% cold Physical save +6 (+3 eff.) Healmod +11% other ------- Light +3 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. |
Scaldpride the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Cun +1 Con offense ------ Damage +12% acid +3% fire Ignore resists +5% acid +10% fire defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
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.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xaniwyn the Rainworm2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% nature +3% cold Ignore resists +5% lightning +5% nature other ------- Light +5 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. |
brass lantern 'Nimbussting'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% mind +6% lightning other ------- Light +5 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. |
nightwalker's brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +6 (+2 eff.) other ------- Light +3 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. |
piercing brass lantern2.0 Encumbrance T1 lite [Ego+] Master While equipped: offense ------ Ignore resists +6% all Ignore Armor +6 other ------- Light +4 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. |
preserving brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +6% blight Life Regen +2.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 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. |
simple air recycler0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe 'Aerinarimnir' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +20 (+7 eff.) Ignore Armor +6 When Hit 6 acid 2 physical defense ------ Defense +10 (+10 eff.) other ------- Max stamina +10.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.2 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blizzardquencher' (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Mind Crit +1% Damage +6% nature +3% cold Ignore resists +5% mind +15% cold defense ------ Resistance +11% nature +9% cold other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
iron torque of clear mind [power 1] (23/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Sunvengeance the steel torque of gale force [power 180] (23/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% light When Hit 4 acid 8 temporal defense ------ Resistance +9% acid other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 207 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of mindblast [power 160] (23/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (23/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 135 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (23/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 1 All Resist: 2 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating yew totem of healing [power 260] (23/15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Chromatic Heresy the Ogre Wyrmic level 16
20th Regrowth 123rd year of Ascendancy at 15:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Chromatic Heresy the Ogre Wyrmic level 14
7th Decay 122nd year of Ascendancy at 00:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Chromatic Heresy the Ogre Wyrmic level 10
31st Haze 122nd year of Ascendancy at 00:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Chromatic Heresy the Ogre Wyrmic level 20
76th Pyre 123rd year of Ascendancy at 06:03 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Chromatic Heresy the Ogre Wyrmic level 19
64th Pyre 123rd year of Ascendancy at 21:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Chromatic Heresy the Ogre Wyrmic level 3
72nd Dusk 122nd year of Ascendancy at 02:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Chromatic Heresy the Ogre Wyrmic level 2
26th Dusk 122nd year of Ascendancy at 05:13 see stats
Log
Talent Venomous Breath is ready to use.
Explosive Saw from Emeleda the snow giant hits Chromatic Heresy for 74 physical damage.
Chromatic Heresy spits acid!
Chromatic Heresy hits Emeleda the snow giant for (77 deflected), 104 acid (104 total damage).
Emeleda the snow giant uses Panic.
Explosive Saw from Emeleda the snow giant hits Chromatic Heresy for 87 physical damage.
Shadow casts Blindside.
Shadow hits Chromatic Heresy for 50 physical damage.
Melee retaliation hits Shadow for 4 cold damage.
Swallow is still on cooldown for 2 turns.
Chromatic Heresy uses Dissolve.
Chromatic Heresy performs a melee critical strike against Shadow!
Shadow is weakened by the darkness!
Chromatic Heresy performs a melee critical strike against Shadow!
Shadow slows down.
Chromatic Heresy misses Shadow.
Chromatic Heresy performs a melee critical strike against Shadow!
Chromatic Heresy hits Shadow for 52 acid, 6 physical, 13 acid, 20 nature, 18 acid, 6 physical, 40 acid, 6 physical, 13 acid, 20 nature, 18 acid, 6 physical, 30 acid (247 total damage).
Chromatic Heresy killed Shadow!
Explosive Saw from Emeleda the snow giant hits Chromatic Heresy for 87 physical damage.
The saw embedded in Chromatic Heresy flies back its source.
Chromatic Heresy is recovering from the damage!
The saw drags Chromatic Heresy towards Something!
Talent Swallow is ready to use.
Something hits Chromatic Heresy for 516 fire damage.
Chromatic Heresy the level 21 ogre wyrmic was flamed to death by Emeleda the snow giant on level 2 of Tempest Peak.



















































































































































