










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Orc Breeding Pits Full 1.7.4Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 27 / 65% |
| Size | huge |
| Lifes / Deaths | Killed by Islena the white wolf at level 27 on the 71st Haze 122nd year of Ascendancy at 22:35 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 115 (base 58) |
| Dexterity | 20 (base 10) |
| Constitution | 28 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 61 (base 55) |
| Cunning | 23 (base 10) |
Resources
| Hate | 100/100 |
| Equilibrium | 35 |
| Life | -2/735 |
| Steam | 100/100 |
| Stamina | 316/316 |
| Psi | 151/151 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 5.8999939800501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 50 |
| Crit Chance | 58% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +6% |
| Lightning | +3% |
| Cold | +15% |
| Physical | +3% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 101.08453708906 (100%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 99% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Pinning Resistance | 15% |
| Poison Resistance | 10% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 orc heart. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lavabiter the pair of voratun boots (11 def, 11 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +11 (+5 eff.) Fatigue: -4% Damage when hit (Melee): 2 nature / 4 fire Changes stats: +8 Dex Changes resistances: +6% nature / +9% fire Changes damage: +15% fire Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Stamina each turn: +0.70 Maximum life: +49.00 Infravision radius: +2 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ChalerainInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Dex / +2 Wil / +3 Cun / +9 Con Maximum life: +48.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Iselratira' (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +1 Mag / +5 Wil / +6 Cun Changes resistances: +9% blight / +3% temporal Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Mental save: +19 (+7 eff.) Teleport immunity: +20% A cap made of leather. |
| Tool | ash totem of healing 'Dimslice' [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 6 cold Changes resistances: +12% darkness Changes resistances penetration: +10% darkness Changes damage: +15% cold It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Tempestschism the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +9% lightning / +3% acid Changes damage: +6% acid / +3% lightning Stun/Freeze immunity: +24% Life regen: +1.00 Light radius: +2 Rings make your fingers look great! |
| On fingers | treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
| Around waist | Tarredeldil the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +3 (+1 eff.) Armour: +10 Fatigue: -12% Changes stats: +3 Con Maximum encumbrance: +30 Spell save: +6 (+3 eff.) Maximum stamina: +10.00 Size category: +1 A belt that goes around your waist. |
| In main hand | Morningriver (Shrouds) (56-84 power, 16 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +32.0% Physical power: +13 (+4 eff.) Changes resistances: +6% light / +15% lightning Changes damage: +6% light Light radius: +2 Curse of Shrouds Massive two-handed battleaxes. |
| On hands | Blindripper (0 def, 11 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +11 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +4 Con Changes resistances: +3% light Changes damage: +3% physical Talent granted: +3 Fatal Attractor Physical save: +6 (+2 eff.) Stamina each turn: +3.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Amureneg' (0 def, 23 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Fatigue: +23% Damage when hit (Melee): 30 physical Changes stats: +4 Str / +1 Wil / +4 Cun Life regen: +3.90 Stamina each turn: +1.50 Psi when hit: +0.08 Mindpower: +30 (+10 eff.) A suit of armour made of metal plates. |
| Cloak | Xata (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +18% lightning / +11% cold / +3% nature Changes resistances penetration: +15% physical Mental save: +9 (+4 eff.) Stun/Freeze immunity: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chaloldir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Defense: +20 (+9 eff.) Changes stats: +2 Con Changes resistances: +9% nature / +7% physical Physical save: +15 (+5 eff.) Spell save: +6 (+3 eff.) Stamina each turn: +0.40 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant of the duelist (efficiency 94% / cooldown 92%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 185; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 162; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 227; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 174; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 14; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Arthobers the RotbrandInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +5% nature / +10% cold Mental save: +3 (+2 eff.) Cut immunity: +50% Knockback immunity: +10% Only die when reaching: -80.00 life Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 211 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Chargerace the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% * 10% chance to reduce all saves and defense by 30 Changes resistances: +12% lightning / +3% mind Changes resistances penetration: +10% lightning Changes damage: +9% mind Stun/Freeze immunity: +25% Amulets make your neck look great! |
CloudcrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +12% fire / +12% blight / +18% cold Changes resistances penetration: +5% lightning / +5% cold Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Haledrachik the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% cold / +6% temporal / +6% mind / +4% physical Talent mastery: +0.28 Cursed / Rampage Spell save: +9 (+5 eff.) Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Murkparry'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Cun / +1 Mag Changes resistances: +3% nature / +6% physical Changes resistances penetration: +10% mind Stamina each turn: +0.20 Amulets make your neck look great! |
insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +12% cold Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 316 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +8 (+3 eff.) Blindness immunity: +20% Life regen: +7.00 Maximum life: +39.00 Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
NimbuskinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% blight / +27% lightning Critical mult.: +10.00% Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.40 cold and 16.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Chillvile'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Wil Changes resistances: +6% blight / +3% darkness / +9% nature Changes resistances penetration: +5% cold Mental save: +4 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
gold ring 'Gigas'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +32% lightning / +6% acid Changes damage: +16% lightning / +9% blight / +9% acid Mana when firing critical spell: +2.00 Maximum vim: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
rogue's steel ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +10% mind Changes damage: +10% mind Rings make your fingers look great! |
titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Drake's Bane (Misfortune) (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
iron battleaxe 'Darkrage' (Corpses) (13-20 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 16% Damage (Melee): +9 darkness Damage (radius 1) on hit: +4 acid Damage against: +9% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +1 Cun / +1 Mag Changes resistances penetration: +15% acid Curse of Corpses Massive two-handed battleaxes. |
enhanced steel dagger of erosion (Shrouds) (13-17 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Curse of Shrouds Sharp, short and deadly. |
iron dagger 'Flarespire' (Corpses) (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 30 Damage (Melee): +7 mind When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Armour: +2 Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% fire Disease immunity: +10% Curse of Corpses Sharp, short and deadly. |
Bill's Tree Trunk (Madness) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatsword of crippling (Misfortune) (40-64 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of evisceration (Corpses) (36-57 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of persecution (Madness) (36-57 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +5 Wil Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel longsword (Madness) (22-30 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +5% Living Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Nolaleg the Chillriver (Corpses) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +12 cold When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Cun / +3 Mag Changes damage: +8% arcane Spellpower: +7 (+7 eff.) Combat speed: +10% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
enhanced dwarven-steel steamsaw (Nightmares) (22-34 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +6 Dex / +8 Mag / +5 Wil / +9 Cun / +3 Con Talent granted: +2 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Yvywe (Shrouds) (19-27 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Changes stats: +5 Str / +8 Wil / +10 Con Changes resistances: +10% acid / +9% cold / +9% lightning / +12% fire / +5% arcane / +4% all Changes resistances penetration: +7% physical Spell save: +8 (+4 eff.) Maximum life: +37.00 Light radius: +2 Curse of Shrouds One-handed war axes. |
BethabressraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +13 (+4 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances: +3% blight / +3% nature Changes damage: +9% physical Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Elutta the ChargeshearCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +1 Str / +5 Wil Changes resistances penetration: +15% physical Spell save: +6 (+3 eff.) Maximum stamina: +10.00 Size category: +1 A belt that goes around your waist. |
LavaspitterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 2 mind / 6 fire Changes resistances: +9% fire Changes resistances penetration: +5% fire Maximum life: +30.00 A belt that goes around your waist. |
OozegrinderInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +3% lightning Changes resistances penetration: +5% fire Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
VorogaweCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +4 Cun / +2 Dex Reduces incoming crit damage: 15.00% Physical save: +11 (+4 eff.) Maximum hate: +6.00 Infravision radius: +2 A belt that goes around your waist. |
Zubenn the ViperjusticeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% light / +9% lightning Changes damage: +3% nature Physical save: +12 (+4 eff.) See invisible: +3 A belt that goes around your waist. |
Cyrebrethra the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight Changes resistances penetration: +5% mind / +5% temporal Changes damage: +6% blight / +3% mind Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvibeth the Smolderfist (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +7 (+3 eff.) Damage when hit (Melee): 4 physical Changes resistances: +6% fire Changes damage: +12% fire Critical mult.: +15.00% Physical save: +6 (+2 eff.) Stamina each 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 'Corpsereek' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +3% temporal / +6% nature / +3% fire Physical save: +6 (+2 eff.) Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +6% blight / +11% all Mental save: +21 (+8 eff.) Life regen: +2.10 Maximum life: +49.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethadhethra (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +1 Dex Changes resistances: +9% temporal Physical save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gleamnull (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Damage when hit (Melee): 4 physical Changes resistances: +10% lightning / +10% temporal / +9% light Changes resistances penetration: +10% physical Changes damage: +9% light Critical mult.: +20.00% A pair of boots made of leather. |
pair of iron boots 'Scumresolve' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Cun / +3 Con Changes resistances penetration: +10% nature Changes damage: +6% mind Mental save: +6 (+3 eff.) Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isubeth the Singewill (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Armour: +2 Changes stats: +3 Cun Changes resistances: +6% acid / +19% darkness / +14% blight / +6% fire / +8% arcane Changes damage: +3% acid / +15% fire Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +7.00% Spell save: +11 (+6 eff.) Spell crit. chance: +8% Mental crit. chance: +5% Infravision radius: +2 When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +14.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +10 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlerupture (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +8.0% Armour: +2 Changes stats: +6 Dex Changes resistances penetration: +15% fire Critical mult.: +6.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spell crit. chance: +5% Mindpower: +5 (+2 eff.) Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +20.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str Mana each turn: +0.13 Spellpower: +6 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Bethemitta (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Cun / +4 Con Changes resistances: +12% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Light radius: +2 A cap made of leather. |
Chargeprophet (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun Changes resistances: +6% lightning / +3% blight Mental save: +6 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Firespire (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 fire Changes resistances: +21% light / +14% darkness Changes damage: +9% fire Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivavea (21 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+9 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane / +3% lightning Physical save: +6 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% A pointy cloth hat, very wizardly... |
Ivithra the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +10% mind Changes damage: +12% blight Critical mult.: +5.00% Psi when hit: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loraharadur the Kindleusher (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 10 lightning Changes resistances: +7% blight / +6% nature / +3% light Changes resistances penetration: +5% mind Changes damage: +9% light Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thunderlash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 arcane Changes stats: +3 Str / +2 Con Changes resistances: +9% lightning Only die when reaching: -20.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 379.7 Physical damage. If the attack hits, the target is confused (30% 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. |
Urudragorn (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Fatigue: +3% Changes resistances: +9% acid / +17% fire / +7% lightning / +9% cold Changes damage: +15% temporal Allows you to breathe in: water Physical save: +6 (+2 eff.) A cap made of leather. |
Xereth the Poxsear (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% lightning / +9% fire / +6% nature Mental save: +6 (+3 eff.) Life regen: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% darkness / +6% physical Changes damage: +7% darkness / +7% physical Maximum hate: +6.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
hardened leather hat 'Bethyvena' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% temporal Changes damage: +6% temporal Mana each turn: +0.20 Stamina when hit: +1.40 Equilibrium when hit: +1.00 Spell crit. chance: +4% Damage Shield penetration: +30% A hat made of leather. Very stylish. |
linen wizard hat 'Zubarin' (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +1 (+0 eff.) Changes stats: +4 Wil Physical save: +6 (+2 eff.) Life regen: +4.00 Infravision radius: +2 Healing mod.: +20% A pointy cloth hat, very wizardly... |
rough leather cap 'Nerydalaith' (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 16% Changes stats: +3 Dex Changes resistances: +5% nature / +6% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening steel mail armour of the deep (2 def, 9 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Runozilamas the rough leather armour (6 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Dex / +2 Wil Changes resistances: +9% lightning Physical save: +8 (+3 eff.) Mental save: +9 (+4 eff.) Cut immunity: +20% Psi when hit: +0.28 Only die when reaching: -60.00 life Mindpower: +10 (+3 eff.) A suit of armour made of leather. |
cleansing steel plate armour of Eyal (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +10% nature / +11% blight Life regen: +1.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of stability (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% physical Physical save: +13 (+5 eff.) Life regen: +3.80 Stamina each turn: +0.90 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.exposing steel shield of resistance (0 def, 4 armour, 12-14 power, 40.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 30 Effects when hit in melee: * 13% chance to reduce all saves and defense by 30 Changes resistances: +5% acid / +7% fire / +6% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
16 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
179 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duskwilder (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 temporal Changes stats: +5 Str Changes resistances: +15% darkness Changes damage: +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rimepride the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 6 cold Changes stats: +3 Str Changes resistances: +20% nature / +6% cold Changes damage: +6% cold When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Samablek (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% lightning / +12% fire / +22% darkness / +6% nature Maximum psi: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Darkbreacher the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% * 10 arcane resource burn Changes resistances: +9% darkness Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
Ulizilabers the FrigidkinInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 2 nature / 8 cold Changes stats: +4 Wil Changes resistances: +12% cold Changes damage: +6% mind Light radius: +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. |
WretchrendInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +1 Dex Changes resistances: +3% physical Maximum life: +40.00 Light radius: +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. |
alchemist's lamp 'Dimraider'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 darkness Changes resistances: +15% mind / +6% lightning Physical save: +10 (+4 eff.) Light radius: +4 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Layariassra'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light Critical mult.: +5.00% Spell save: +9 (+5 eff.) Mental save: +5 (+2 eff.) Maximum psi: +30.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +4% Light radius: +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. |
This item will automatically be transmogrified when you leave the level.bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% all Mental save: +5 (+2 eff.) Light radius: +5 See stealth: +7 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scaldquell the steel torque of mindblast [power 190] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +5 Cun Changes resistances: +3% fire Mental save: +6 (+3 eff.) Maximum hate: +4.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +2% It can be used to blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Rimevalor' [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 cold Changes resistances: +3% temporal / +9% light / +3% nature Spell save: +3 (+2 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Muckwaker' [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +1% physical / +6% light Changes damage: +3% nature Teleport immunity: +10% It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Unreradur the Firewisp [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce armor by 16% Damage when hit (Melee): 6 acid Changes damage: +12% blight / +12% fire It can be used to sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Chiyandil' [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun / +1 Wil Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Heal for 46. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of thorny skin [power 29] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 42. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Alganar the Cornac Cursed level 19
30th Dusk 122nd year of Ascendancy at 07:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alganar the Cornac Cursed level 7
4th Mirth 122nd year of Ascendancy at 01:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alganar the Cornac Cursed level 23
56th Haze 122nd year of Ascendancy at 14:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alganar the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 11:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alganar the Cornac Cursed level 20
47th Haze 122nd year of Ascendancy at 10:16 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Alganar the Cornac Cursed level 19
16th Haze 122nd year of Ascendancy at 17:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alganar the Cornac Cursed level 25
59th Haze 122nd year of Ascendancy at 23:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alganar the Cornac Cursed level 8
1st Summertide 122nd year of Ascendancy at 05:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alganar the Cornac Cursed level 25
60th Haze 122nd year of Ascendancy at 17:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alganar the Cornac Cursed level 18
26th Dusk 122nd year of Ascendancy at 19:49 see stats
Log
Islena the white wolf hits Alganar for (38 rampage shugs off), 0 physical, (3 antimagic), 0 fire, (5 antimagic), 0 lightning, (25 rampage shugs off), 0 physical, (3 antimagic), 0 fire, (5 antimagic), 0 lightning (0 total damage).
Melee retaliation hits Islena the white wolf for 5 fire, 1 nature, 3 acid, 30 physical, 1 cold, 5 fire, 1 nature, 3 acid, 30 physical, 1 cold (81 total damage).
Alganar fails to use Slam.
Lisovena the giant lightning ant hurls lightning at Alganar!
Alganar has shrugged off 62 damage and is ready for more.
Lisovena the giant lightning ant hits Alganar for (48 antimagic), 0 lightning (0 total damage).
Deadly Poison from Islena the white wolf hits Alganar for (11 antimagic), 0 nature (0 total damage).
Bleeding from Islena the white wolf hits Alganar for (20 rampage shugs off), 0 physical (0 total damage).
Islena the white wolf uses Knockback.
Alganar resists the knockback!
Islena the white wolf hits Alganar for (63 rampage shugs off), 81 physical, (3 antimagic), 0 fire, (6 antimagic), 0 lightning (81 total damage).
Melee retaliation hits Islena the white wolf for 5 fire, 1 nature, 3 acid, 30 physical, 1 cold (40 total damage).
Alganar is confused and fails to use Slam.
Lisovena the giant lightning ant is no longer overwhelmed.
Islena the white wolf overcomes the gloom
Lisovena the giant lightning ant uses Mind Sear.
Lisovena the giant lightning ant's mind surges with critical power!
Alganar is no longer rampaging.
Lisovena the giant lightning ant hits Alganar for 151 mind damage.
Deadly Poison from Islena the white wolf hits Alganar for (48 antimagic), 0 nature (0 total damage).
Bleeding from Islena the white wolf hits Alganar for 43 physical damage.
Islena the white wolf activates Volatile Poison.
Islena the white wolf deactivates Leeching Poison.
Alganar is no longer being stalked by Islena the white wolf.
Poison bursts out of Alganar's corpse!
Alganar's Infusion: Healing is disrupted by his wounds!
Islena the white wolf hits Alganar for 243 physical damage.
Melee retaliation hits Islena the white wolf for 5 fire, 1 nature, 3 acid, 19 physical, 1 cold (29 total damage).
Alganar the level 27 cornac cursed was crushed to death by Islena the white wolf on level 2 of Daikara.


































































































































