Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin (Fallen) |
Level / Exp | 32 / 42% |
Size | medium |
Lifes / Deaths | Killed by Xedawyn the greater teluvorta at level 21 on the 10th Gold 123rd year of Ascendancy at 01:38 / 1 |
Primary Stats
Strength | 64 (base 45) |
Dexterity | 11 (base 10) |
Constitution | 46 (base 19) |
Magic | 60 (base 53) |
Willpower | 36 (base 25) |
Cunning | 10 (base 10) |
Resources
Mana | 416/416 |
Vim | 224/224 |
Life | 1035/1035 |
Positive | 63/63 |
Steam | 100/100 |
Hate | 49/100 |
Healing Factor | 1.8167804250993 |
Regeneration | 93.932540775183 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 3 |
See Invisible | 10 |
Offense: Mainhand
Damage | 102 |
Accuracy | 47 |
Crit Chance | 10% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +35% |
Lightning | +8% |
Cold | +14% |
Physical | +7% |
Fire | +13% |
All | +2% |
Offense: Damage Penetration
Physical | +15% |
Acid | +15% |
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 74.413408721348 (80.897138898113%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 25 |
Physical Save | 71 |
Spell Save | 60 |
Mental Save | 44 |
Defense: Resistances
Acid | + 32%( 80%) |
Blight | + 66%( 70%) |
Physical | + 33%( 75%) |
Cold | + 46%( 70%) |
All | + 3%( 70%) |
Darkness | + 32%( 70%) |
Light | + 54%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 24%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Confusion Resistance | 49% |
Fear Resistance | 15% |
Teleport Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Bloodstained | 1.60 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Dark Sun | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Hatred | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Dirge of Famine |
talent | Blood Bath |
talent | Chant of Fortress |
talent | Second Life |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aerilaith the giant netherworm. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanoretta the forest wight. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethobrethra the war bear. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 167. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed vial of elder vampire blood. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of hardened leather boots of speed (0 def, 3 armour) undeterred pair of hardened leather boots of speed (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +15 (+3 eff.) Silence- +20% Confus- +34% Pinning- +25% Stun/Frz- +32% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
Light source | ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +12 (+4 eff.) ----- def ----- Resists +10% blight +8% darkness ---------- misc Light +6 Infravis +3 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 39 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gemitta the Lightningpunish (0 def, 3 armour) Gemitta the Lightningpunish (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% lightning Acc +25 (+8 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% temporal +6% light +10% physical Phys.save +28 (+7 eff.) Spell.save +12 (+3 eff.) Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Light +7 A cap made of leather. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 60% Str, 30% Cun, 30% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 110 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item's Vault. |
On fingers | Morningjustice Morningjustice0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% cold Res.pen +15% light Acc +15 (+5 eff.) ----- def ----- Defense +5 (+4 eff.) Resists +24% cold Phys.save +6 (+1 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | gladiator's stralite ring of life gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Max.HP +75.00 HP.reg +12.00 Heal.mod +11% Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around neck | Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 270 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr) 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 30.60 arcane and 30.60 darkness damage (based on Magic) in a radius 1 around the target * flashes light on your target dealing 51 damage On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Crit.mult +15.00% Spell.pwr +24 (+7 eff.) ---------- misc Talents +1 Soul Purge Shock: Level 3.0 Pwr.cost 4 out of 4/4. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a bolt of lightning, doing 61.91 to 185.73 damage (123.82 average) and dazing the target for 3 turns. If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -20% Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Max.enc +50 A belt rumoured to have been worn by the Conclave healers. |
In off hand | Sanguine Shield (0 def, 15 armour, 150% power, 220 block) Sanguine Shield (0 def, 15 armour, 150% power, 220 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 120% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 25 lightning 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained On block: Unleash a lightning nova of radius equal to the tinker tier. Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. This item has been sent to the Item's Vault. |
Cloak | Brighttide the cashmere cloak (10 def, 5 armour) Brighttide the cashmere cloak (10 def, 5 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +4 Con ----- def ----- Armour +5 Defense +10 (+6 eff.) Resists +30% lightning +12% fire Crit.chn- 15.00% Phys.save +15 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +19 (+6 eff.) Stun/Frz- +50% ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Iron Mail of Bloodletting (2 def, 24 armour) Iron Mail of Bloodletting (2 def, 24 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +24 Defense +2 (+2 eff.) Fatigue +13% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
healing infusion of the psychic (heal 138; cd 14) healing infusion of the psychic (heal 138; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the titan (heal 132; cd 14) healing infusion of the titan (heal 132; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 281; 14 cd) regeneration infusion of the warrior (heal 281; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. 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 warrior (res 30%; magical, mental; dur 2; cd 12) wild infusion of the warrior (res 30%; magical, mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the warrior (absorb 315; dur 5; cd 14) shielding rune of the warrior (absorb 315; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 11; blocks 2; dur 4; cd 14) stormshield rune (threshold 11; blocks 2; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 11 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Glaciersting Glaciersting0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% ----- def ----- Defense +10 (+6 eff.) Resists +3% cold +6% physical Die.at -80.00 life Cut- +20% ---------- misc Stam/turn +0.50 Max.hate +2.00 Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (154). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
savior's gold amulet of cunning (+3) savior's gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Phys.save +12 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
clarifying stralite amulet of vision clarifying stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +14% mind Blind- +10% Confus- +32% ---------- misc Infravis +7 Sight +2 See.Invis +8 Amulets make your neck look great! |
vitalizing stralite amulet vitalizing stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +9 (+2 eff.) Max.HP +46.00 HP.reg +5.00 Amulets make your neck look great! |
savior's copper ring of corrosion (+22%) savior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Blizzardwedge Blizzardwedge0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% blight +6% cold +27% mind +6% acid ----- def ----- Resists +13% blight +6% mind Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
mule's steel ring of fire (+22%) mule's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -5% Resists +22% fire ---------- misc Max.enc +26 Rings make your fingers look great! |
mule's steel ring of frost (+24%) mule's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -5% Resists +24% cold ---------- misc Max.enc +24 Rings make your fingers look great! |
pixie's steel ring of pilfering pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Acc +8 (+2 eff.) Apr +11 ----- def ----- Defense +8 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of nature (+26%) rogue's steel ring of nature (+26%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +13% nature ----- def ----- Defense +6 (+4 eff.) Resists +26% nature Rings make your fingers look great! |
Armulasus the Blazemoon Armulasus the Blazemoon0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 6 lightning ----- def ----- Resists +3% lightning +6% fire +6% light +6% nature HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
sneakthief's gold ring of lightning (+26%) sneakthief's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +13% lightning Acc +7 (+2 eff.) ----- def ----- Resists +26% lightning Rings make your fingers look great! |
marksman's stralite ring of fire (+28%) marksman's stralite ring of fire (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +14% fire Acc +16 (+5 eff.) ----- def ----- Resists +28% fire Rings make your fingers look great! |
savage's stralite ring of speed savage's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Mov.spd +20% Acc +5 (+1 eff.) ----- def ----- Defense +9 (+6 eff.) Spell.save +12 (+3 eff.) ---------- misc Max.stam +17.00 Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! This item has been sent to the Item's Vault. |
solipsist's stralite ring of darkness (+28%) solipsist's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
stralite ring of luminosity stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 17 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+6 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
truestriking dwarven-steel battleaxe of evisceration (133% power, 2 apr) truestriking dwarven-steel battleaxe of evisceration (133% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Res.pen +9% physical Acc +19 (+6 eff.) Apr +10 Massive two-handed battleaxes. |
truestriking dwarven-steel greatmaul of shearing (150% power, 2 apr) truestriking dwarven-steel greatmaul of shearing (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all +7% physical Acc +28 (+9 eff.) Apr +23 Massive two-handed mauls. |
truestriking dwarven-steel greatsword of the mystic (147% power, 2 apr) truestriking dwarven-steel greatsword of the mystic (147% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +12% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed swords. |
enhanced steel waraxe of rage (108% power, 3 apr) enhanced steel waraxe of rage (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Str +5 Dex +5 Mag +6 Wil +4 Cun +5 Con dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) One-handed war axes. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 117.10 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+7 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
radiant iron mail armour of the deep (2 def, 6 armour) radiant iron mail armour of the deep (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold +11% darkness +11% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+11 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+9 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. This item has been sent to the Item's Vault. |
grounding hardened leather belt of life grounding hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +11% lightning +7% temporal HP.reg +1.10 Heal.mod +10% A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +6 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +8 Mana/turn +0.12 Max.mana +34.00 Infravis +4 A belt that goes around your waist. |
Ulfyvor the cashmere cloak (2 def, 0 armour) Ulfyvor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +2 Cun ----- def ----- Defense +2 (+2 eff.) Resists +15% temporal Phys.save +7 (+1 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 10 armour) thick cashmere cloak of the voidstalker (2 def, 10 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Resists +17% temporal +11% darkness +16% cold Def/telep +11 Res/telep +11% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delolahad (0 def, 3 armour) Delolahad (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +8% lightning +7% temporal Crit.chn- 15.00% Max.HP +100.00 HP.reg +4.00 Poison- +20% Disease- +20% A pair of boots made of leather. |
Raingrinder (0 def, 3 armour) Raingrinder (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% fire Res.pen +5% cold ----- def ----- Armour +3 Resists +6% cold +12% temporal Phys.save +5 (+1 eff.) Spell.save +9 (+2 eff.) Mind.save +10 (+3 eff.) HP.reg +4.00 Poison- +20% A pair of boots made of leather. |
Lelerazor the pair of iron boots (0 def, 3 armour) Lelerazor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Res.pen +25% physical Acc +15 (+5 eff.) Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Crit.chn- 10.00% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Satyrwild the pair of dwarven-steel boots (0 def, 8 armour) Satyrwild the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% nature Res.pen +10% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Fatigue +3% Resists +12% nature +15% lightning ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Radiancesteel' (0 def, 4 armour) pair of dwarven-steel boots 'Radiancesteel' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% light Melee Ret 8 light ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +26% fire +5% arcane +11% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Cun, 40% Str, 20% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Relgolatharim the Rainlord (0 def, 2 armour) Relgolatharim the Rainlord (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Armour +2 Resists +9% cold HP.reg +4.00 ---------- misc Stam/turn +0.80 Equi/ret +0.16 Max.stam +13.00 Max.psi +10.00 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anivor the dwarven-steel gauntlets (0 def, 6 armour) Anivor the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Fatigue +3% Resists +21% cold +2% physical Mind.save +17 (+6 eff.) Max.HP +55.00 Silence- +10% ---------- misc Light +1 Unarmed combat: Power 131% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of fire (+16%) (1 def, 0 armour) linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
bladed rough leather cap of the bounder (0 def, 1 armour) bladed rough leather cap of the bounder (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +8 Str +6 Dex ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 253.7 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 cap made of leather. |
Eremikan the Frigidbraze (2 def, 0 armour) Eremikan the Frigidbraze (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% cold ----- def ----- Defense +2 (+2 eff.) Resists +21% lightning +10% temporal +12% cold +6% fire A pointy cloth hat, very wizardly... |
Glytha (2 def, 0 armour) Glytha (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +3% temporal +13% light +13% mind ----- def ----- Defense +2 (+2 eff.) Resists +6% blight +19% light +13% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +5 See.Stealth +13 See.Invis +10 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48% and attempts to push all creatures other than yourself out of its radius, inflicting 12.86 light damage and 9.74 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Kindleguile (0 def, 5 armour) Kindleguile (0 def, 5 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Armour +5 Fatigue +3% Resists +6% lightning +10% temporal +5% arcane HP.reg +4.00 Disarm- +10% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
warlord's hardened leather cap of knowledge (0 def, 3 armour) warlord's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +7 Wil +2 Cun dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% physical Phys.save +7 (+1 eff.) A cap made of leather. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
46 alchemist agate 46 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp of the sun alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 188.90 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect rustproof coating perfect rustproof coating0.0 T5 steamtech tinker Reqs Level 35 [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +50% acid 50% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
amazing second skin amazing second skin0.0 T5 steamtech tinker Reqs Level 35 [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect fireproof coating perfect fireproof coating0.0 T5 steamtech tinker Reqs Level 35 [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% light +25% fire Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
amazing air recycler amazing air recycler0.0 T5 steamtech tinker Reqs Level 35 [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun white light emitter voratun white light emitter0.0 T5 steamtech tinker Reqs Level 35 [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Brightquench' (dig speed 23 turns) dwarven-steel pickaxe 'Brightquench' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Res.pen +20% light Acc +5 (+1 eff.) ----- def ----- Resists +6% fire Spell.save +12 (+3 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of gale force [power 150] (15 cooldown) steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 450] (19 cooldown) supercharged stralite torque of mindblast [power 450] (19 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 459 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Aerodunachak [power 240] (25 cooldown) Aerodunachak [power 240] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Mind.crit +4% ----- def ----- Armour +8 Defense +25 (+14 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 533 Base Damage: 281 Armor: 12 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Eruzilaldil' [power 248] (15 cooldown) yew totem of healing 'Eruzilaldil' [power 248] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Resists +12% cold Mind.save +6 (+2 eff.) Max.HP +80.00 Confus- +20% Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 272] (15 cooldown) yew totem of stinging [power 272] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 277 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Bethulraldana [power 10] (15 cooldown) Bethulraldana [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +4 Defense +20 (+11 eff.) Resists +6% acid +6% temporal Confus- +20% Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Chamusta' [power 220] (15 cooldown) yew wand of conjuration 'Chamusta' [power 220] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% lightning +5% arcane +12% light Spell.save +12 (+3 eff.) ---------- misc Hate/m.crit +4.00 Fire a magical bolt dealing 248 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm [power 254] (15 cooldown) yew wand of lightning storm [power 254] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (274 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 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
By Rejen the Dwarf Sun Paladin level 32
29th Shortage 123rd year of Ascendancy at 13:21 see stats
By Rejen the Dwarf Sun Paladin level 9
28th Voratun 122nd year of Ascendancy at 00:55 see stats
By Rejen the Dwarf Sun Paladin level 21
10th Gold 123rd year of Ascendancy at 23:23 see stats
By Rejen the Dwarf Sun Paladin level 19
40th Dearth 122nd year of Ascendancy at 23:33 see stats
By Rejen the Dwarf Sun Paladin level 27
38th Stralite 123rd year of Ascendancy at 12:05 see stats
By Rejen the Dwarf Sun Paladin level 25
31st Stralite 123rd year of Ascendancy at 04:01 see stats
By Rejen the Dwarf Sun Paladin level 10
16th Profit 122nd year of Ascendancy at 13:01 see stats
By Rejen the Dwarf Sun Paladin level 20
22nd Loss 122nd year of Ascendancy at 20:52 see stats
By Rejen the Dwarf Sun Paladin level 30
25th Shortage 123rd year of Ascendancy at 23:13 see stats
By Rejen the Dwarf Sun Paladin level 18
29th Wealth 122nd year of Ascendancy at 20:00 see stats
By Rejen the Dwarf Sun Paladin level 22
25th Gold 123rd year of Ascendancy at 05:40 see stats
By Rejen the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 14:15 see stats
By Rejen the Dwarf Sun Paladin level 9
13rd Profit 122nd year of Ascendancy at 05:02 see stats
By Rejen the Dwarf Sun Paladin level 20
23rd Loss 122nd year of Ascendancy at 11:27 see stats
By Rejen the Dwarf Sun Paladin level 16
33rd Profit 122nd year of Ascendancy at 10:26 see stats
By Rejen the Dwarf Sun Paladin level 24
30th Gold 123rd year of Ascendancy at 13:55 see stats
By Rejen the Dwarf Sun Paladin level 17
24th Wealth 122nd year of Ascendancy at 00:45 see stats
By Rejen the Dwarf Sun Paladin level 21
10th Gold 123rd year of Ascendancy at 01:38 see stats
By Rejen the Dwarf Sun Paladin level 31
29th Shortage 123rd year of Ascendancy at 09:34 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 1st Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 2nd Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Ran for 14 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
Today is the 3rd Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:58.
Today is the 4th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:20.
Today is the 5th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Saving done.
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Saving done.
Saving done.
Saving game...
Rejen switches his weapons to: hateful voratun greatsword of rage.
Rejen switches his weapons to: Morrigor
Sanguine Shield.