
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 25 / 74% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 49 (base 32) |
| Constitution | 16 (base 10) |
| Magic | 21 (base 18) |
| Willpower | 59 (base 47) |
| Cunning | 50 (base 27) |
Resources
| Psi | 139/139 |
| Life | 546/546 |
| Positive | 122/122 |
| Paradox | 300 |
| Steam | 106/106 |
| Healing Factor | 1.7645771506545 |
| Regeneration | 19.851492944863 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 61 |
| Crit Chance | 22% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 63 |
| Crit Chance | 19% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Physical | +16% |
| Cold | +10% |
| All | 0% |
| Darkness | +13% |
| Light | +15% |
| Temporal | +10% |
| Fire | +6% |
| Mind | +12% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +11% |
| Physical | +28% |
| Arcane | +10% |
| Fire | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 11 (58.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 25 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 46%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 47%( 70%) |
| Physical | + 31%( 70%) |
| Darkness | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 20% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Magic 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Automated Cloak Tessellation |
| beneficial effect | Steampower increased by 11. Gestalt |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by luminous horror. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+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 Shardskin. * 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 Shade. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Flarewinter the pair of rough leather boots (0 def, 2 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Armour +2 Fatigue -5% Resists +2% physical Phys.save +7 (+2 eff.) Heal.mod +10% Disease- +20% Cut- +20% Stun/Frz- +20% ---------- misc Max.enc +25 Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | Camaromitar the pouch of steel shots (17/17, 20-24 power, 2 apr) 3.0 T2 shot ammo [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +10.5% Capacity 17 Ranged+ +4 arcane On Hit.r1 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: ---------- misc Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Manodunagund2.0 T1 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +2 Resists +6% acid Mind.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Silobeth' (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% mind +10% cold Res.pen +5% arcane Acc +4 (+1 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +15% cold Shield.pwr +8% HP.reg +3.00 ---------- misc Light +4 A pointy cloth hat, very wizardly... |
| On hands | umbral rough leather gloves of dexterity (+4) (0 def, 2 armour) 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +5% darkness Disarm- +70% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of summon tentacle 'Relgadunakor' [power 245] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +2 Defense +20 (+7 eff.) Resists +9% cold +1% physical Phys.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 609 Base Damage: 254 Armor: 12 All Resist: 12 Puts all charms on 25 cooldown 100% to heal for 54. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | Prismhue0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Fatigue -5% Resists +12% lightning Die.at -60.00 life Heal.mod +15% Knockbk- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 207 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | penetrating dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% all +8% physical Acc +10 (+3 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Zerekhad the Glarewilter1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- Dmg.mod +9% acid Melee Ret 6 light ----- def ----- Resists +6% acid Max.HP +36.00 ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Branuromifast the cashmere cloak (3 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +6% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Defense +3 (+1 eff.) Resists +6% blight Phys.save +15 (+5 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Arthelagund (0 def, 3 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% temporal +9% darkness +16% physical Res.pen +6% temporal +5% darkness +15% physical ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +15% acid +5% arcane +9% all Spell.save +3 (+2 eff.) Anom.red +9 Heal.mod +15% Disease- +10% ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 83% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 92% / cooldown 52%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 105% / cooldown 84%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 84%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 112% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, darkness, temporal, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 darkness, 3 temporal, 3 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 400; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 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: Explosive 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: Flash Powder0.1 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: Focus Lens0.1 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. |
3 schematic: Headlamp0.1 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: Healing 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. |
3 schematic: Iron Grip0.1 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: Kinetic Stabiliser0.1 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: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 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. |
4 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. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 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. |
3 schematic: Waterproof 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. |
Stokesun the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% fire Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +9% fire ---------- misc Max.stam +20.00 Masteries +0.14 Steamtech/Thoughts of iron Amulets make your neck look great! |
Velunn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +4 Wil ----- def ----- Resists +11% mind Spell.save +15 (+8 eff.) Confus- +23% Amulets make your neck look great! |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel amulet 'Hathunik'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Dex +3 Mag +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Silence- +10% Confus- +12% Amulets make your neck look great! |
gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
Chamyharavor the Chargewolf0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% lightning +15% darkness ----- def ----- Resists +3% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Flashcutter'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Mind.save +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
mule's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Fatigue -4% Resists +10% mind ---------- misc Max.enc +21 Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
Glitterkill the steel greatmaul (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 temporal On Crit.r2 +8 light While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +15% arcane +12% light Res.pen +15% cold ----- def ----- Resists +10% temporal Massive two-handed mauls. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 197.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun 'Voreriathra'4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Range +6 Proj.spd +800% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Res.pen +25% mind Apr +1 Melee Ret 4 physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 74 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. |
iron steamgun of fire4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 19 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
fungal dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 142 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. |
ranger's dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +5 fire On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (22/22, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of daylight (19/19, 38-46 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 38.0 - 45.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +7 light Against +8% Undead Shots are used with slings to pummel your foes to death. |
crackling dwarven-steel shield of shrapnel (0 def, 6 armour, 86.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 132 physical damage over 5 turns (1/turn) Melee Ret 15 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Eluba (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +14% mind Melee Ret 0 physical On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +3% nature +20% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samynaridin the rough leather armour (9 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Apr +6 Melee Ret 0 physical ----- def ----- Armour +2 Defense +9 (+3 eff.) Fatigue +6% Resists +9% lightning +3% light Max.HP +20.00 HP.reg +4.00 ---------- misc Stam/turn +0.60 Max.hate +2.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 78 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
enlightening dwarven-steel mail armour of command (11 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Psionic While equipped: Stats +7 Cun +4 Wil ----- def ----- Armour +13 Defense +11 (+4 eff.) Fatigue +12% Mind.save +25 (+9 eff.) A suit of armour made of mail. |
Gilytar1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Phys.save +12 (+4 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
Gloredhetha the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% arcane +9% blight Res.pen +10% arcane ---------- misc Mana/turn +0.14 Max.mana +22.00 A belt that goes around your waist. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +7% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Snowusher'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 4 cold ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +9% temporal Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Create a temporary shield that absorbs 222 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
rough leather belt 'Zerelach'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Dmg.mod +3% blight ----- def ----- Spell.save +3 (+2 eff.) Max.HP +31.00 ---------- misc Mana/s.crit +1.00 Infravis +1 A belt that goes around your waist. |
spiritwalker's rough leather belt of transcendence1.0 T1 belt armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Mana/turn +0.11 Max.mana +25.00 A belt that goes around your waist. |
Brighttorrent (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 Melee Ret 6 light ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +3% cold +3% nature +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadevenom the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +7 (+3 eff.) Resists +3% temporal +6% fire Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +20.00 Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Undeathpython (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Spell.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maneregoleg (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+4 eff.) Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Unrorek the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+5 eff.) HP.reg +4.00 Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Cun +3 Mag ----- def ----- Armour +3 Resists +6% light +5% darkness ---------- misc Infravis +1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +15 light +31 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 41.61 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isimina the rough leather hat (0 def, 5 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun +4 Con ----- def ----- Armour +5 Fatigue +1% Resists +6% lightning +6% temporal Phys.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Die.at -40.00 life A hat made of leather. Very stylish. |
miner's rough leather hat of constitution (+4) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
Eleninarihor the Eclipserebel (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Frigidsweeper' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +5 Mag ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +10% light +11% darkness Crit.dmg- 5.00% ---------- misc Light +2 A cap made of leather. |
warlord's iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Str +4 Wil +2 Con dps ---------- Phys.pwr +11 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% physical Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
5 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
398 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. |
Quenchripper2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +6 Con dps ---------- Res.pen +20% cold ----- def ----- Resists +6% cold Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 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 'Singewend'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +22.00% Phys.pwr +6 (+3 eff.) Dmg.mod +3% mind +6% fire Res.pen +15% physical ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
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. |
iron spike attachment0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 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. |
Adyyatha (dig speed 14 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Spell.crit +3% Dmg.mod +6% blight +6% fire +7% mind Acc +20 (+5 eff.) ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Max.vim +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
cleansing iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Reisen the Cornac Psyshot level 24
3rd Decay 122nd year of Ascendancy at 15:01 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Reisen the Cornac Psyshot level 17
29th Haze 122nd year of Ascendancy at 17:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Reisen the Cornac Psyshot level 23
3rd Decay 122nd year of Ascendancy at 06:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Reisen the Cornac Psyshot level 10
3rd Summertide 122nd year of Ascendancy at 18:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Reisen the Cornac Psyshot level 20
55th Haze 122nd year of Ascendancy at 16:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Reisen the Cornac Psyshot level 24
13rd Regrowth 123rd year of Ascendancy at 14:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Reisen the Cornac Psyshot level 7
3rd Mirth 122nd year of Ascendancy at 00:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Reisen the Cornac Psyshot level 24
34th Regrowth 123rd year of Ascendancy at 23:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Reisen the Cornac Psyshot level 23
3rd Decay 122nd year of Ascendancy at 06:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Reisen the Cornac Psyshot level 16
22nd Dusk 122nd year of Ascendancy at 00:59 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Reisen the Cornac Psyshot level 21
64th Haze 122nd year of Ascendancy at 13:36 see stats
Log
You pickup 0.60 gold pieces.
You pickup 0.75 gold pieces.
Reisen picks up (r.): schematic: Mental Stimulator.
Learnt new tinker schematic: Botanical Shell
Reisen picks up (N.): fungal dwarven-steel steamgun.
Reisen picks up (Q.): deadly pouch of dwarven-steel shots of daylight (19/19, 38-46 power, 3 apr).
Reisen picks up (4.): drakeskin leather gloves of the starseeker (0 def, 3 armour).
Reisen picks up (T.): enlightening dwarven-steel mail armour of command (11 def, 13 armour).
Reisen picks up (R.): crackling dwarven-steel shield of shrapnel (0 def, 6 armour, 86.5 block).
Reisen picks up (N.): Signal.
Lore found: Signal
You can read all your collected lore in the game menu, by pressing Escape.
You pickup 0.75 gold pieces.
You pickup 0.55 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).



























































































































