











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Prototype Hero |
| Level / Exp | 24 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Beligawen the black jelly at level 21 on the 5th Haze 122nd year of Ascendancy at 09:05 / 1 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 60 (base 54) |
| Constitution | 34 (base 12) |
| Magic | 53 (base 41) |
| Willpower | 34 (base 16) |
| Cunning | 13 (base 12) |
Resources
| Life | 516/602 |
| Mana | 202/238 |
| Stamina | 229/229 |
| Paradox | 366 |
| Healing Factor | 1.285336564623 |
| Regeneration | 6.7480169642706 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 65 |
| Crit Chance | 16% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 65 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Arcane | +21% |
| Temporal | +4% |
| All | 0% |
Offense: Damage Penetration
| Physical | +19% |
| Light | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 36 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 21%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 40%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 23%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Essence of Speed |
| talent | Weapon Folding |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 66 - 92 Accuracy: 81 (knife) APR: 19 Crit Chance: +13% Crit mult: 160% Uses Stats: 70% Dex, 50% Str |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 red crystal shard. * You've found the needed xorn fragment. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Gunutodin' (10 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +7 Lck +5 Dex ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +10% lightning +8% temporal +3% nature Crit.chn- 10.00% Stealth +7 HP.reg +1.00 Heal.mod +10% Disease- +20% A pair of boots made of leather. |
| Light source | Morningbile the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil +2 Con dps ---------- Melee Ret 4 physical ----- def ----- Resists +3% light Mind.save +5 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Light +3 See.Stealth +7 See.Invis +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. |
| On head | rough leather cap 'Prismquake' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Phasing +30% Melee Ret 4 temporal ----- def ----- Armour +1 Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A cap made of leather. |
| On hands | temporal hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 10 temporal Ranged+ 9 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sleetsteel the steel torque of gale force [power 170] (0/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 2 blight 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% mind +3% cold Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Chamylalerion the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Lck +2 Wil dps ---------- Spell.crit +1% S.pwr/crit +4 Res.pen +20% temporal Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+2 eff.) Resists +5% arcane +12% temporal Unseen.red 12% Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel dagger of enduring (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Con +8 Wil dps ---------- Res.pen +10% physical Acc +6 (+2 eff.) Apr +8 ----- def ----- Max.HP +16.00 Sharp, short and deadly. |
| Around waist | Elatha the rough leather belt =6con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Con ----- def ----- Armour +2 Die.at -60.00 life Max.HP +31.00 A belt that goes around your waist. |
| In off hand | Lightviper the stralite dagger (129% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 129% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +21% arcane Res.pen +10% light +9% physical Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +40% Sharp, short and deadly. |
| Cloak | Earthpride the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +2 (+0 eff.) Resists +3% acid +4% physical Phys.save +9 (+3 eff.) Spell.save +12 (+5 eff.) Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeraselaith the Eclipsequell (7 def, 12 armour)2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +28 (+7 eff.) Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +12 Defense +7 (+2 eff.) Resists +11% all Phys.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 180; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 180 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 240; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Magic 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 |
Prismatic Rune (6 turns; physical, fire, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 fire, 4 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 107; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 78; cd 12)0.1 rune scroll [Ego] Arcane 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 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 51; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 376; 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 376 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Armumas the Prismkill =2lght=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +3% light Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Light +2 Rings make your fingers look great! |
copper ring 'Darkwend'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Light +2 Infravis +1 Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
Pusnull (122% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 122% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature ---------- misc Stam/turn +2.00 Max.stam +30.00 Sharp, short and deadly. |
balanced stralite dagger of massacre (143% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 144% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
Dagedin the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 While equipped: Stats +4 Cun dps ---------- Phys.pwr +25 (+7 eff.) Res.pen +6% physical ----- def ----- Resists +5% arcane ---------- misc Reload +4 Max.stam +20.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather belt 'Glittertaint'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +7.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% acid +12% physical Res.pen +15% light A belt that goes around your waist. |
Eremyreyon the linen cloak (1 def, 8 armour) =3CON=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +12% cold Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashfist (6 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +10% physical Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +6% light Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sleetflash the linen cloak (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +5% darkness +10% cold Apr +2 Melee Ret 2 cold ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +12% cold ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Abysspride' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% mind +12% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Torchglean' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning +12% temporal +12% darkness Crit.chn- 5.00% Def/telep +11 Res/telep +11% Dur/telep +11% 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. |
Arcreeve (7 def, 0 armour) =39lightning=2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +35% lightning Res.pen +25% lightning ----- def ----- Defense +7 (+2 eff.) Resists +39% lightning +11% all Crit.chn- 15.00% ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethyta the woollen robe (5 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +6 Wil dps ---------- Dmg.mod +10% acid +12% physical +3% mind Melee Ret 4 mind ----- def ----- Defense +5 (+1 eff.) Resists +15% acid +12% physical +9% all Mind.save +9 (+4 eff.) ---------- misc Mana/turn +0.11 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aliyakor the Glacieroath (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Cun +2 Con dps ---------- Dmg.mod +6% physical +3% cold ----- def ----- Armour +1 Phys.save +10 (+4 eff.) Mind.save +11 (+5 eff.) ---------- misc Max.stam +10.00 A pair of boots made of leather. |
pair of rough leather boots 'Blazelash' (0 def, 3 armour) =6con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +6 Con dps ---------- Melee Ret 8 fire ----- def ----- Armour +3 ---------- misc Light +3 Infravis +5 A pair of boots made of leather. |
Ashream (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +12% arcane Res.pen +5% arcane Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +8% arcane +6% light +8% darkness HP.reg +1.00 ---------- misc Stam/turn +0.90 Max.stam +14.00 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 59.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 18 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Bokohir the hardened leather hat (10 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +3 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +15% acid Phys.save +18 (+6 eff.) A hat made of leather. Very stylish. |
Cinderwind the rough leather hat (0 def, 3 armour) =breath=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Armour +3 Fatigue +1% Resists +6% blight +7% cold +3% nature HP.reg +2.00 Heal.mod +5% Knockbk- +10% ---------- misc Breathe water A hat made of leather. Very stylish. |
Gelle (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +1% physical Spell.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Healravager (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +3 Str +5 Mag +6 Wil dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +13% light +3% nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +3 (+1 eff.) Resists +19% light ---------- misc Mana/turn +0.90 Mana/ret +0.80 Max.mana +66.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Huregomnir (0 def, 1 armour) =7str3con=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% cold ---------- misc Infravis +3 See.Invis +3 A cap made of leather. |
Rhedor the hardened leather hat (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +7 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical Acc +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% Die.at -20.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 70.9 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Xanoldatha (0 def, 1 armour) =4con=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +2 Cun +4 Con dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +2.00 Max.stam +20.00 A cap made of leather. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
103 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. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adyrenor the Lustrevengeance (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% light +9% fire Res.pen +5% mind +5% light Melee Ret 2 light ----- def ----- Resists +6% light Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cloudjeer the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning Melee Ret 4 physical ----- def ----- Resists +1% physical Max.HP +41.00 Confus- +20% ---------- misc 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. |
Elenudir the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex ----- def ----- Resists +9% blight +3% fire +9% cold Poison- +10% ---------- misc Stam/turn +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Taintwolf'2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +2 Resists +6% nature Spell.save +9 (+4 eff.) Teleport- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
iron torque of gale force 'Polulethra' [power 110] (0/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% physical +3% nature +3% cold Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing yew totem of stinging [power 242] (0/15 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of healing [power 314] (0/15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (0/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 39. Natural totems are made by powerful wilders to store nature power. |
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. |
Yvasewyn the yew wand of lightning storm [power 230] (0/15 cooldown) =6con=2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +6 Con dps ---------- Dmg.mod +3% arcane +3% physical ----- def ----- Resists +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage by 17% for 2 turns. 100% to heal for 51. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shalototype the Shalore Prototype Hero level 10
2nd Flare 122nd year of Ascendancy at 06:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shalototype the Shalore Prototype Hero level 24
31st Haze 122nd year of Ascendancy at 15:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shalototype the Shalore Prototype Hero level 10
7th Mirth 122nd year of Ascendancy at 18:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shalototype the Shalore Prototype Hero level 20
74th Dusk 122nd year of Ascendancy at 19:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shalototype the Shalore Prototype Hero level 6
2nd Mirth 122nd year of Ascendancy at 02:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shalototype the Shalore Prototype Hero level 11
10th Dusk 122nd year of Ascendancy at 21:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shalototype the Shalore Prototype Hero level 22
6th Haze 122nd year of Ascendancy at 05:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shalototype the Shalore Prototype Hero level 16
53rd Dusk 122nd year of Ascendancy at 00:45 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Shalototype the Shalore Prototype Hero level 21
5th Haze 122nd year of Ascendancy at 09:05 see stats
Log
The fabric of time around Shalototype returns to normal.
Fire drake uses Devouring Flame.
Shalototype uses Infusion: Healing.
Shalototype receives 208 healing from Infusion: Healing.
Fire drake's devouring flames area effect drains life from Something!
Fire drake's devouring flames area effect drains life from 3-headed hydra!
Fire drake's devouring flames area effect drains life from Shalototype!
Fire drake receives 2 healing from Something.
Fire drake receives 2 healing from Shalototype.
Fire drake's devouring flames area effect hits Something for 15 fire damage.
Fire drake's devouring flames area effect hits 3-headed hydra for 15 fire damage.
Fire drake's devouring flames area effect hits Shalototype for 12 fire damage.
Fire drake receives 2 healing from 3-headed hydra.
Talent Time Prison is ready to use.
Talent Seal Fate is ready to use.
Something performs a melee critical strike against Shalototype!
Shalototype has their Stop spell disrupted for for 3 turns!
Something hits Shalototype for 35 physical, 22 physical, 25 arcane (82 total damage).
Fire drake's devouring flames area effect hits Shalototype for 12 fire damage.
Fire drake's devouring flames area effect hits Thief for 15 fire damage.
Fire drake's devouring flames area effect hits Something for 15 fire damage.
Talent Time Shield is ready to use.
Fire drake's devouring flames area effect hits Thief for 15 fire damage.
Fire drake's devouring flames area effect hits Giant blue ant for 15 fire damage.
Fire drake's devouring flames area effect hits Something for 15 fire damage.









































































































