
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 | Skeleton |
| Class | Adventurer |
| Level / Exp | 25 / 74% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 52 (base 15) |
| Dexterity | 61 (base 18) |
| Constitution | 15 (base 12) |
| Magic | 90 (base 55) |
| Willpower | 28 (base 12) |
| Cunning | 71 (base 38) |
Resources
| Mana | 294/294 |
| Vim | 15/196 |
| Life | 654/654 |
| Steam | 100/100 |
| Stamina | 197/197 |
| Paradox | 300 |
| Healing Factor | 1.2260311219417 |
| Regeneration | 1.7777451268155 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 64 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +26% |
| Lightning | +7% |
| Darkness | +13% |
| Physical | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 1 |
| Physical Save | 36 |
| Spell Save | 32 |
| Mental Save | 39 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 39%( 70%) |
| Darkness | + 43%( 70%) |
| Cold | + 14%( 70%) |
| Blight | + 12%( 70%) |
| Acid | + 32%( 70%) |
| Fire | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 31% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 53% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 80% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 502 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Shock Hands |
| talent | Arcane Combat |
| talent | Reality Smearing |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 vial of wight ectoplasm. * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. * '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.' | 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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glodhemira the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +3.0% Crit.mult +10.00% Acc +5 (+1 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% fire +6% cold Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% A pair of boots made of leather. |
| Light source | Xanyldalaith the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Cun +3 Dex ----- def ----- Resists +3% nature Max.HP +40.00 Heal.mod +5% ---------- 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. |
| On head | Cyrelevea the Stokewyrd (1 def, 10 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +12% fire ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +16% acid +6% lightning Mind.save +3 (+1 eff.) Die.at -20.00 life Max.HP +20.00 Silence- +30% A pointy cloth hat, very wizardly... |
| Tool | steel torque of gale force 'Boltream' [power 190] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +25% lightning Acc +10 (+2 eff.) ----- def ----- Defense +20 (+7 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 201 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zubidama the gold ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex +6 Wil +6 Cun dps ---------- Mind.pwr +9 (+3 eff.) Acc +6 (+1 eff.) ----- def ----- Resists +3% darkness +3% acid Mind.save +5 (+2 eff.) Confus- +31% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Splendourripper the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% light Res.pen +10% light Acc +8 (+2 eff.) Apr +9 Melee Ret 6 cold ----- def ----- Defense +8 (+3 eff.) Silence- +23% ---------- misc Mana/turn +0.13 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 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | hardened leather belt 'Elenuroddafast' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Defense +6 (+2 eff.) Phys.save +18 (+7 eff.) Proj.slow +15% Die.at -60.00 life HP.reg +1.20 Heal.mod +13% A belt that goes around your waist. |
| In main hand | Tulydostir the Boltwedge (20-24 power, 4 apr, light element) 5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * project a beam of lightning While equipped: dps ---------- Spell.crit +18% Crit.mult +26.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +3% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+3 eff.) Resists +6% acid +9% fire Spell.save +3 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff 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 142.75 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. |
| On hands | brawler's rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Disarm- +80% ---------- misc Talents +3 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +1 Crit +5.0% Atk.spd 100% On Hit: 10% Set Up 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Chugorn' (0 def, 12 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% darkness Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Resists +9% lightning +3% blight +19% darkness +9% all Mind.save +17 (+6 eff.) Max.HP +60.00 ---------- misc Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +18% lightning Stun/Frz- +30% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shielding rune of the psychic (absorb 142; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 142 damage for 3 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 342; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 216; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 406; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 406 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 366; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 366 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative Armour0.1 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: 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: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
schematic: Botanical 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. |
3 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. |
2 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. |
4 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. |
2 schematic: Fatal Attractor0.1 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: 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. |
5 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. |
schematic: Grounding Strap0.1 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: 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. |
2 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. |
schematic: Hook 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. |
3 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. |
schematic: Lightning Coil0.1 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: 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. |
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. |
5 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. |
2 schematic: Razor Edge0.1 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: 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: Rustproof 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. |
2 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. |
3 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. |
3 schematic: Second Skin0.1 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: Silver Filigree0.1 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. |
6 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. |
8 schematic: Steamsaw0.1 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: Thunder Grenade0.1 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: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force 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: Voltaic 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: Water 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. |
5 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. |
copper amulet 'Arthurath'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +1% physical +6% nature +3% darkness Die.at -60.00 life Teleport- +20% ---------- misc Masteries +0.13 Steamtech/Dread Amulets make your neck look great! |
copper amulet 'Dimswift'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness Melee Ret 2 lightning ----- def ----- Resists +24% acid Amulets make your neck look great! |
insulating copper amulet of mastery (0.12 Spell / Golemancy)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +12% cold ---------- misc Masteries +0.12 Spell/Golemancy Amulets make your neck look great! |
Duvaroldir the Venompulverizer0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +15% lightning +9% cold +12% light Stun/Frz- +30% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Salygalle the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Mag +5 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +3% arcane Res.pen +15% acid Acc +6 (+1 eff.) ----- def ----- Resists +6% acid Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Tarrelach'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 Defense +20 (+7 eff.) Resists +24% lightning +6% blight Phys.save +15 (+6 eff.) Die.at -40.00 life Heal.mod +10% Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
titan's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +12 (+4 eff.) Phys.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 140% 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! |
Poluna the ash vilestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning Res.pen +5% mind ----- def ----- Defense +15 (+5 eff.) Resists +6% light +3% darkness HP.reg +0.80 Heal.mod +12% ---------- misc Light +4 Talents +1 Command Staff 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 142.75 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. |
Woefiend the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% lightning +9% temporal +12% darkness Res.pen +5% darkness +8% lightning ----- def ----- Armour +5 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glelranor the elven-wood starstaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +8 (+3 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +25% lightning Acc +12 (+3 eff.) ----- def ----- Armour +2 Defense +22 (+8 eff.) Resists +9% nature +6% mind +5% arcane ---------- misc Light +7 Talents +1 Command Staff 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 142.75 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. |
arcing iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Massive two-handed swords. |
iron greatsword (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Flashscar4.0 T5 longbow 2H weapon [Random Unique] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +17 nature On Hit.r1 +8 light On Crit: * silences the target While equipped: Stats +9 Str +4 Wil +8 Cun dps ---------- Phys.pwr +12 (+4 eff.) Phys.spd +10% Res.pen +15% nature Melee Ret 8 light ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
linen robe 'Glowwalker' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Res.pen +15% acid ----- def ----- Resists +15% acid +3% lightning +7% all Max.HP +20.00 HP.reg +4.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velussra the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% blight +10% cold +12% nature +6% physical Res.pen +5% physical Acc +10 (+2 eff.) Apr +1 ----- def ----- Resists +12% darkness +15% cold +12% mind +9% all Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+7 eff.) Poison- +20% Disease- +22% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerubrenne the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +10 Mag +10 Wil +1 Cun +4 Con dps ---------- Mind.crit +2% Dmg.mod +10% lightning +9% physical +11% nature +7% cold ----- def ----- Resists +13% lightning +7% cold +6% nature +9% all Mind.save +3 (+1 eff.) Poison- +24% Disease- +23% ---------- misc Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +9% all Poison- +27% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubyba (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +15 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% mind +6% physical Phys.save +11 (+5 eff.) A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
Balanceshear (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 0 physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +12% darkness +3% nature Max.HP +54.00 HP.reg +4.60 Heal.mod +12% ---------- misc Light +2 Infravis +2 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of clarity (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Psionic While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +5% mind Mind.save +11 (+4 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Lelachak the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Fatigue -4% Resists +3% lightning Spell.save +6 (+3 eff.) Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +22 A belt that goes around your waist. |
Salylaith1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +3% acid +1% physical Phys.save +6 (+3 eff.) Die.at -40.00 life Poison- +10% A belt that goes around your waist. |
insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Glyldassra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Heal.mod +15% Silence- +10% ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uloyador (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +0% lightning +12% cold +3% nature Max.HP +31.00 Heal.mod +5% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adona' (12 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +0% lightning Phys.save +6 (+3 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Olehek' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +3% mind Phys.save +9 (+4 eff.) Mind.save +9 (+3 eff.) Disease- +20% ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
stabilizing rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A hat made of leather. Very stylish. |
Artharadin the Dimtitan (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +12% lightning +3% darkness Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
Chargewilter the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning Res.pen +10% lightning +25% cold +20% light Melee Ret 4 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% cold A cap made of leather. |
Lisuba the Ashorder (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +3% fire ---------- misc Infravis +1 A cap made of leather. |
prismatic rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
Hanivor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +2 Mag +2 Wil dps ---------- Mind.pwr +20 (+7 eff.) Acc +15 (+4 eff.) Melee Ret 10 physical ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +12 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 137.7 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Hychak (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +5% Resists +7% cold +3% light +3% darkness Disarm- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
9 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. |
4 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. |
4 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. |
6 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
577 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. |
Baroddamnir the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +21% mind ----- def ----- Resists +3% temporal ---------- misc Equi/ret +0.12 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe (dig speed 39 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. |
iron pickaxe of the Iron Throne (dig speed 20 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +16.00 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 10 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. |
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. |
Gleamstake the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% light ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +20.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Glintborn the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +7 Wil +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +3% light Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Armalerain the Lightningzeal [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +12% lightning +3% physical Spell.save +6 (+3 eff.) Max.HP +100.00 Silence- +10% ---------- misc Wards +3 blight +3 temporal +4 cold +3 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (202 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tenkyuu the Skeleton Adventurer level 17
49th Haze 122nd year of Ascendancy at 13:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tenkyuu the Skeleton Adventurer level 21
7th Decay 122nd year of Ascendancy at 07:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tenkyuu the Skeleton Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 17:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tenkyuu the Skeleton Adventurer level 20
67th Haze 122nd year of Ascendancy at 09:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Tenkyuu the Skeleton Adventurer level 23
15th Regrowth 123rd year of Ascendancy at 13:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tenkyuu the Skeleton Adventurer level 15
13rd Haze 122nd year of Ascendancy at 07:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tenkyuu the Skeleton Adventurer level 9
8th Mirth 122nd year of Ascendancy at 19:56 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tenkyuu the Skeleton Adventurer level 23
6th Allure 123rd year of Ascendancy at 11:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tenkyuu the Skeleton Adventurer level 16
32nd Haze 122nd year of Ascendancy at 02:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tenkyuu the Skeleton Adventurer level 21
6th Decay 122nd year of Ascendancy at 08:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tenkyuu the Skeleton Adventurer level 14
4th Haze 122nd year of Ascendancy at 03:00 see stats
Log
You gain 4.18 gold from the melting of wyrm's pulsing mindstar (14-15 power, 32 apr, nature damage).
You collect a new ingredient: lump of stralite (1).
You gain 7.76 gold from the melting of elemental stralite dagger of rage (27-35 power, 9 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 20.25 gold from the melting of Murkzeal (19-27 power, 4 apr).
You collect a new ingredient: lump of steel (1).
You gain 17.65 gold from the melting of Tulolarim (14-20 power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 6.20 gold from the melting of truestriking deep-steel trident of corruption (30-49 power, 10 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.08 gold from the melting of thought-forged deep-steel trident (28-45 power, 10 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.95 gold from the melting of deep-steel trident of massacre (36-58 power, 10 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of deep-steel trident (30-49 power, 10 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 8.14 gold from the melting of balanced deep-steel trident of evisceration (28-44 power, 10 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.20 gold from the melting of blue-steel trident of crippling (20-31 power, 8 apr).
You gain 4.08 gold from the melting of potent elven-wood magestaff of power (31-37 power, 5 apr, cold element).
You gain 5.64 gold from the melting of pixie's stralite ring of pilfering.
You gain 2.49 gold from the melting of mindweaver's gold amulet.
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.52 gold from the melting of movement infusion (speed 428%; cd 9).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 0.72 gold from the melting of healing infusion (heal 75; cd 15).
You gain 2.40 gold from the melting of steam generator implant (steam 8).
You gain 2.80 gold from the melting of medical injector implant (efficiency 92% / cooldown 65%).
There is a stair back to the lake of Nur here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
























































































































