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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Halfling |
| Class | Gunslinger |
| Level / Exp | 20 / 84% |
| Size | small |
| Lifes / Deaths | Killed by Emelema the temporal stalker at level 20 on the 75th Dusk 122nd year of Ascendancy at 18:30 / 1 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 45 (base 35) |
| Constitution | 36 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 55 (base 31) |
Resources
| Life | -63/616 |
| Steam | 76/100 |
| Healing Factor | 1.1979202340233 |
| Regeneration | 14.075562749773 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Physical | +16% |
| Lightning | +21% |
| Arcane | +3% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 21 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 17 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 8%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 35%( 70%) |
| Fire | + 45%( 70%) |
| Lightning | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Pinning Resistance | 23% |
| Disarm Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 149% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 118% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. 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 faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Uloromisus' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Armour +1 Resists +5% lightning +6% temporal +1% physical Die.at -60.00 life A pair of boots made of leather. |
| Quiver | Curesteel the pouch of steel shots (9/15, 30-36 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +23 fire On Crit.r2 +12 nature +11 fire On Hit: * 20% chance to slow global speed by 43% Shots are used with slings to pummel your foes to death. |
| Light source | Flashwar1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +6% lightning +9% temporal Spell.save +9 (+6 eff.) Max.HP +45.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Prismpiercer the rough leather cap (6 def, 2 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +18 (+6 eff.) Res.pen +15% physical ----- def ----- Armour +2 Defense +6 (+2 eff.) Fatigue +1% Resists +3% light ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A cap made of leather. |
| On hands | Brandpall (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 physical Dmg.mod +9% lightning +5% physical +12% darkness +12% fire Res.pen +15% lightning ----- def ----- Armour +9 Resists +12% fire 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 | sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Manedorek0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +10 (+4 eff.) Resists +3% darkness Mind.save +4 (+2 eff.) HP.reg +4.00 Silence- +20% Disarm- +10% Rings make your fingers look great! |
| On fingers | Faloyon the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% arcane +10% fire Res.pen +5% blight Acc +10 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Resists +20% fire HP.reg +3.00 Stun/Frz- +22% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +60.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 neck | stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +15% temporal Pinning- +23% Knockbk- +22% Amulets make your neck look great! |
| In main hand | gunslinger's dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 52 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +11% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Silimina the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex ----- def ----- Resists +3% acid Phys.save +3 (+2 eff.) Max.HP +37.00 HP.reg +4.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
| In off hand | overgrown steel steamgun of tinkering (+4)4.0 T2 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +7 (+2 eff.) ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Blindbrawn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +9% fire +3% light Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's cured leather armour of resilience (10 def, 9 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex ----- def ----- Armour +9 Defense +10 (+4 eff.) Fatigue +7% Max.HP +23.00 A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the psychic (heal 121; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 wizard (absorb 56; 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 56 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
gold amulet 'Glareobeisance'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Fatigue -6% Resists +9% blight +13% temporal HP.reg +2.00 Pinning- +20% Knockbk- +36% ---------- misc Light +1 Amulets make your neck look great! |
rogue's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +8 (+3 eff.) Resists +24% nature Rings make your fingers look great! |
Elenygas the elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire Res.pen +15% physical Apr +4 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.dmg- 10.00% ---------- misc Mana/turn +0.11 Max.mana +39.00 Max.stam +30.00 Talents +1 Command Staff This staff offers 10% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
short yew starstaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% darkness ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 20% bonus to darkness damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Dawnterror the dwarven-steel battleaxe (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature +17 cold On Crit.r2 +20 light While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +12% physical ----- def ----- Resists +5% arcane Disarm- +27% Massive two-handed battleaxes. |
Polothra the iron greatsword (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +16 blight +10 darkness Against +9% Living On Hit: * 20% chance to reduce armor by 15% While equipped: dps ---------- Dmg.mod +15% acid Res.pen +10% temporal Phasing +30% ---------- misc Mana/turn +0.08 Massive two-handed swords. |
Frigidbore the steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +8 cold On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Cun ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane +9% cold Spell.save +15 (+9 eff.) Massive two-handed swords. |
flaming steel longsword of phasing (14-19 power, 9 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Sharp, long, and deadly. |
steel waraxe 'Scabprophet' (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 arcane On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% arcane +24% nature ----- def ----- Resists +5% arcane +6% nature One-handed war axes. |
balanced dwarven-steel waraxe (23-32 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +28% One-handed war axes. |
flaming dwarven-steel waraxe of the mystic (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+7 eff.) One-handed war axes. |
vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming steel steamsaw (16-24 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (12-17 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lisulrarin the ash longbow4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 20 arcane resource burn While equipped: Stats +6 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +6% light +12% fire Crit.dmg- 10.00% Die.at -80.00 life Max.HP +60.00 Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex +2 Wil +5 Cun dps ---------- Mind.pwr +11 (+5 eff.) Res.pen +9% physical On Hit (Ranged): * 9 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
steady ash longbow of cold4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +15% cold Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
keeper's yew longbow4.0 T3 longbow 2H weapon [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +15% physical +15% temporal Res.pen +9% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
mighty cured leather sling4.0 T2 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Turehad the Sparkpeal4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +15% lightning Melee Ret 2 nature ----- def ----- Armour +4 Resists +3% mind HP.reg +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal steel steamgun4.0 T2 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of life draining4.0 T2 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly quiver of yew arrows of erosion (17/17, 48-68 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 48.5 - 67.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
Kesus the Blazesmasher (19/19, 19-23 power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +20 lightning +14 physical On Hit.r1 +20 lightning On Crit.r2 +20 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (17/17, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +7 nature Shots are used with slings to pummel your foes to death. |
Flashimmortal (0 def, 17 armour, 8-10 power, 15 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +15 Melee+ +12 cold While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% light On shield block: * Deals 81 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +17 Fatigue +8% Resists +11% cold ---------- misc See.Invis +18 Talents +1 Block Handheld deflection devices. |
iron shield 'Frostblight' (0 def, 19 armour, 10-11 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +4 physical While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +19 Fatigue +8% Resists +6% acid +6% fire +6% lightning +15% cold ---------- misc Max.stam +10.00 Talents +1 Block Handheld deflection devices. |
steel shield 'Adynne' (0 def, 26 armour, 14-17 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +26 Fatigue +8% Resists +17% lightning +3% mind Mind.save +12 (+6 eff.) Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of cold resistance (+15%) (0 def, 4 armour, 18-22 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of frost (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +17% cold ----- def ----- Resists +11% all +25% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +29.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +10% light +12% darkness A suit of armour made of leather. |
prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% light +11% darkness A suit of armour made of leather. |
prismatic hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% physical +12% light +12% darkness Phys.save +12 (+6 eff.) A suit of armour made of leather. |
steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +15 (+7 eff.) A suit of armour made of mail. |
enlightening steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +24 (+12 eff.) A suit of armour made of metal plates. |
rejuvenating steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% fire HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
rough leather belt 'Ulugrim'1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +2 Resists +6% fire +3% light +6% cold Die.at -80.00 life HP.reg +2.00 A belt that goes around your waist. |
rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
Freezetyphoon the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% mind +12% cold ----- def ----- Defense +6 (+2 eff.) Resists +3% cold Phys.save +5 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the voidstalker (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% temporal +11% darkness +11% cold Def/telep +10 Res/telep +11% Dur/telep +12% 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. |
restorative pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +3.00 Heal.mod +11% ---------- misc Stam/turn +0.30 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
drakeskin leather gloves of butchering (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +9 (+3 eff.) Apr +13 ----- def ----- Armour +3 Resists +5% blight Spell.save +8 (+5 eff.) 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. |
shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +6 (+4 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
rough leather cap 'Balanceresolve' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +2 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +12% light +11% darkness A cap made of leather. |
rough leather cap 'Isolle' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue +1% Resists +18% acid ---------- misc Infravis +2 A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
7 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
289 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. |
Bethyyamira2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% acid ----- def ----- Resists +5% arcane +6% darkness Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Max.hate +4.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eilinuletira the Blazeking2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +9% light +9% cold Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Blind- +20% ---------- misc 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. |
Xesenor2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +3% light Crit.dmg- 5.00% Mind.save +6 (+3 eff.) Silence- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +8 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 'Glitterreaper'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +10 Resists +6% light +3% cold Poison- +20% Cut- +10% ---------- 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. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ---------- 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. |
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. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 60% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 211] simple healing salve [power 211]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 60% cooldown modifier. Heal 211 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe 'Falydar' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% temporal +6% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
piercing ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Res.pen: + 10% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Radianceream' [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% cold +10% light +20% arcane Melee Ret 6 light 4 cold ---------- misc Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (227 total damage) Puts all charms on 15 cooldown Gain 16% evasion for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Munden the Halfling Gunslinger level 16
35th Dusk 122nd year of Ascendancy at 07:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Munden the Halfling Gunslinger level 10
4th Dusk 122nd year of Ascendancy at 03:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Munden the Halfling Gunslinger level 20
74th Dusk 122nd year of Ascendancy at 13:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Munden the Halfling Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 11:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Munden the Halfling Gunslinger level 15
21st Dusk 122nd year of Ascendancy at 13:09 see stats
Log
Islita the drem misses Munden.
Evasive Shots fires a retaliatory shot at Islita the drem!
Islita the drem hits Munden for (27 flat reduction), 13 physical, (7 flat reduction), 0 nature, (5 flat reduction), 0 darkness, (4 flat reduction), 0 fire, (27 flat reduction), 10 darkness (23 total damage).
Munden uses Double Shots.
Islita the drem slows down.
Islita the drem teleports some damage to Munden!
Munden's Evasive Shots hits Munden for 57 teleported, 10 teleported, 23 teleported (91 total damage).
Munden's Evasive Shots hits Islita the drem for (57 teleported), 0 physical, (10 teleported), 0 fire, (23 teleported), 0 acid (0 total damage).
Munden's Evasive Shots hits Munden for 52 teleported, 10 teleported (62 total damage).
Munden's Evasive Shots hits Islita the drem for (52 teleported), 0 physical, (10 teleported), 0 fire (0 total damage).
The fabric of space around Islita the drem stabilizes to normal.
Islita the drem is stunned!
Munden uses Overgrowth.
Munden's Double Shots performs a ranged critical strike against Islita the drem!
Munden's Double Shots performs a ranged critical strike against Islita the drem!
Islita the drem teleports some damage to Munden!
Munden's Double Shots hits Munden for 23 teleported damage.
Munden's Double Shots hits Islita the drem for (23 teleported), 4 physical, 10 fire (14 total damage).
Munden's Double Shots hits Emelema the temporal stalker for 4 nature, 5 fire (9 total damage).
Munden's Double Shots hits Islita the drem for 42 physical, 10 fire, 5 nature, 5 fire (62 total damage).
Munden's Double Shots hits Emelema the temporal stalker for 4 nature, 5 fire (9 total damage).
Munden's Double Shots hits Islita the drem for 43 physical, 10 fire, 5 nature, 5 fire (63 total damage).
Munden's Double Shots hits Islita the drem for 27 physical, 10 fire (37 total damage).
Munden is no longer evading attacks.
Curse of Death from Emelema the temporal stalker hits Munden for (27 flat reduction), 4 darkness (4 total damage).
Emelema the temporal stalker casts Blood Spray.
Emelema the temporal stalker hits Islita the drem for 86 blight damage.
Emelema the temporal stalker hits Munden for (27 flat reduction), 84 blight (84 total damage).
Munden the level 20 halfling gunslinger was debilitated by noxious blight before falling to death by Emelema the temporal stalker on level 3 of The Maze.

















































































































