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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Psyshot |
| Level / Exp | 38 / 81% |
| Size | big |
| Lifes / Deaths | Killed by GgWhyNot at level 38 on the 4th Regrowth 124th year of Ascendancy at 12:05 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 68 (base 28) |
| Constitution | 29 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 65 (base 60) |
| Cunning | 148 (base 60) |
Resources
| Life | -532/1293 |
| Steam | 117/117 |
| Equilibrium | 62 |
| Psi | 145/155 |
| Healing Factor | 1.6024687383466 |
| Regeneration | 32.488842557477 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 8 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 58 |
| Crit Chance | 52% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 58 |
| Crit Chance | 54% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +39% |
| Darkness | +32% |
| Light | +16% |
| Cold | +12% |
| Blight | +6% |
| Arcane | +9% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +25% |
| Blight | +10% |
| Arcane | +20% |
| Fire | +10% |
| Mind | +19% |
Defense: Base
| Armour (hardiness) | 33 (53.292302510663%) |
| Defense | 59 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 25 |
| Mental Save | 51 |
Defense: Resistances
| Fire | + 39%( 70%) |
| Lightning | + 45%( 70%) |
| Nature | + 66%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 42%( 70%) |
| Physical | + 52%( 70%) |
| Mind | + 38%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 40% |
| Stun Resistance | 77% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.8 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 150% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a psionic shield, absorbing 125/125 damage before it crumbles. Psionic Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by Isleldanor the cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by Adolaith the temporal stalker. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by orc grand master assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Velida the ghast. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of iron boots 'Lisolrakira' (0 def, 6 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +6 Fatigue +2% Resistance +3% mind +3% nature Life +60.00 Disarm Resist +10% other ------- Infravision +2 Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Dusksorrow the pouch of dwarven-steel shots (23/23, 154% power, 3 apr) 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 154% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 23 On-ranged-hit +12 darkness On-Hit, radius 1 +8 darkness On-crit, radius 2 +20 darkness +20 arcane On Hit: * 20% chance to reduce damage dealt by 30% On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Shadowjustice 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Dex +3 Con offense ------ Damage +16% light +6% physical defense ------ Resistance +3% darkness Physical save +7 (+3 eff.) Unlife -80.00 life Healmod +13% other ------- Light +7 See Stealth +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. |
| On head | Brass Goggles (12 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +23 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +12 (+3 eff.) Resistance +20% fire Blind Resist +100% Silence Resist +40% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| On hands | Cuthurefast (0 def, 7 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +17 Cun +5 Dex offense ------ Accuracy +19 (+5 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Armor +7 Resistance +9% mind +2% physical Disarm Resist +90% other ------- Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing elven-wood totem of healing [power 338] (9/15 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Siletta the Miresteel0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Critical power +20.00% Accuracy +10 (+2 eff.) defense ------ Defense +23 (+6 eff.) Resistance +3% nature +6% darkness Physical save +10 (+5 eff.) Spell save +4 (+2 eff.) Life +60.00 Disarm Resist +20% Confus Resist +10% Rings make your fingers look great! |
| On fingers | Fogpulverizer the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Damage +12% darkness +12% cold Ignore resists +10% fire Accuracy +5 (+1 eff.) When Hit 2 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Resistance +24% cold Life +67.00 Life Regen +8.00 Healmod +12% Rings make your fingers look great! |
| Around neck | Adeldath the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Resistance +3% lightning Mind save +9 (+3 eff.) Unlife -80.00 life Disease Resist +20% Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Glorudanor' (107% power, 32 apr, nature damage) 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Ignore Shields +10% On Hit: * applies a stacking poison dealing 56 damage per turn While equipped: Stats +6 Cun offense ------ Mind Crit +4% Critical power +13.00% Spellpower +20 (+10 eff.) Mindpower +8 (+2 eff.) Damage +6% blight +20% darkness +9% arcane +27% mind Ignore resists +10% blight +10% darkness +20% arcane +19% mind defense ------ Resistance +6% mind Resonance +16% other ------- Psi when Hit +1.20 Max hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Emblem of Evasion 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +14 Dex +12 Cun +9 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Bloomsoul (94% power, 13 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% On Hit: * applies a stacking poison dealing 61 damage per turn While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 1/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 40 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 | Salena the Jetnigh (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +10 Con +3 Wil offense ------ Physical Crit +3.0% Ignore resists +25% physical When Hit 10 darkness defense ------ Defense +2 (+1 eff.) Resistance +24% lightning +2% physical Mind save +8 (+2 eff.) Unlife -60.00 life Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Giyaba (0 def, 20 armour) 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun offense ------ Critical power +13.00% Mindpower +30 (+8 eff.) Damage +33% physical When Hit 2 mind 50 physical defense ------ Armor +20 Fatigue +1% Resistance +33% physical +13% all other ------- Hate-on-crit +5.00 Psi-on-crit +3.00 Max hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 157% / cooldown 74%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 74%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 320; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 329; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 614; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 614 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 388; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance 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 Encumbrance 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: Back Support0.1 Encumbrance 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: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance 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: Deflection Field0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Hook Shell0.1 Encumbrance 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: Incendiary Groove0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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: Itching Powder0.1 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Poison Groove0.1 Encumbrance 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: Power Distributor0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Shell0.1 Encumbrance 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: Second Skin0.1 Encumbrance 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: Shocking Touch0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Spring Grapple0.1 Encumbrance 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: Steamgun0.1 Encumbrance 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: Steamsaw0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance 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: Toxic Cannister Launcher0.1 Encumbrance 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 Encumbrance 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: Viral Injector0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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 Sentry0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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: White Light Emitter0.1 Encumbrance 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: Winterchill Edge0.1 Encumbrance 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Elana'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +1.0% Critical power +26.00% Accuracy +12 (+3 eff.) Ignore Armor +13 defense ------ Resistance +15% mind +1% physical Confus Resist +21% other ------- Max stamina +30.00 Masteries +0.21 Steamtech/Physics +0.21 Psionic/Psionic fog Amulets make your neck look great! |
steel amulet of mastery (0.14 Steamtech / Physics) =physics=0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.14 Steamtech/Physics Amulets make your neck look great! |
titan's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +5 (+1 eff.) Confus Resist +22% Rings make your fingers look great! |
enhanced dwarven-steel dagger of evisceration (114% power, 7 apr) =mag8=1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str +6 Dex +8 Mag +4 Wil +3 Cun +5 Con offense ------ Physical Crit +7.0% Physical Power +8 (+4 eff.) Sharp, short and deadly. |
enhanced stralite dagger of crippling (132% power, 9 apr) =mag3=1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 133% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +3 Mag +7 Wil +8 Cun +8 Con offense ------ Physical Crit +9.0% Sharp, short and deadly. |
harmonious living mindstar of venom (115% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 11 acid Damage +7% nature +9% acid Ignore resists +5% nature +9% acid defense ------ Resistance +5% nature +18% acid Life Regen +3.00 other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced voratun steamgun of lightning =mag6=4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +21 lightning Uses 2.0 Steam While equipped: Stats +8 Str +10 Dex +6 Mag +9 Wil +9 Cun +8 Con offense ------ Damage +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown dwarven-steel steamgun of dampening4.0 Encumbrance T3 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Overgrowth level 3 Uses 2.0 Steam While equipped: defense ------ Resistance +9% acid +9% lightning +12% fire +7% cold +4% all Spell save +9 (+5 eff.) Life Regen +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Relgyrig the Hazequeller1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+7 eff.) Ignore resists +5% cold Ignore Armor +1 defense ------ Life Regen +0.90 Healmod +12% other ------- Max stamina +20.00 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Resistance +0% lightning Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
murderer's linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Physical save +5 (+2 eff.) Mind save +5 (+1 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerlash (0 def, 0 armour) =mag5=2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +3% lightning +9% light Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Resistance +6% lightning +6% mind +7% all other ------- Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of corrosion (+27%) (0 def, 0 armour) =mag6=2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +18% acid defense ------ Resistance +27% acid +13% all other ------- Mana/turn +0.22 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Arylayon' (0 def, 4 armour) =con9=3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +7 Str +9 Con offense ------ Mindpower +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 38 defense ------ Armor +4 Fatigue +3% Resistance +10% lightning +9% temporal other ------- Hate-on-crit +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earalach the drakeskin leather hat (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Dex +4 Wil +3 Cun offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +20% darkness +8% blight +3% mind +9% nature Spell save +12 (+6 eff.) Unlife -40.00 life Healmod +15% other ------- Infravision +6 A hat made of leather. Very stylish. |
Furnacequeller (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +0 Cun +9 Con offense ------ Damage +6% fire defense ------ Armor +3 Fatigue +1% Resistance +3% temporal Unlife -40.00 life other ------- Max stamina +20.00 A cap made of leather. |
Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+3 eff.) Damage +10% physical defense ------ Defense +12 (+3 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
3 agate0.0 Encumbrance 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. |
726 alchemist agate0.0 Encumbrance 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. |
6 onyx0.0 Encumbrance 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
7 opal0.0 Encumbrance 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 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Magmapierce1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +6% fire +6% light +21% cold Ignore resists +25% fire +8% all Ignore Armor +10 When Hit 4 cold defense ------ Resistance +6% light other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 229/400 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. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 246 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 212] powerful pain suppressor salve [power 212]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -212 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 151] simple healing salve [power 151]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 151 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance 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. |
blazing pouch of dwarven-steel shots of erosion (20/20, 142% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +8 nature +13 fire On-crit, radius 2 +7 fire While equipped: Shots are used with slings to pummel your foes to death. |
crude poison groove0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
perfect antimagic shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 40 physical defense ------ Armor +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By GgWhyNot the Krog Psyshot level 32
30th Dusk 123rd year of Ascendancy at 09:55 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By GgWhyNot the Krog Psyshot level 33
49th Dusk 123rd year of Ascendancy at 04:45 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By GgWhyNot the Krog Psyshot level 29
7th Dusk 123rd year of Ascendancy at 13:21 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By GgWhyNot the Krog Psyshot level 33
30th Dusk 123rd year of Ascendancy at 18:33 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By GgWhyNot the Krog Psyshot level 18
4th Allure 123rd year of Ascendancy at 06:58 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By GgWhyNot the Krog Psyshot level 36
59th Haze 123rd year of Ascendancy at 00:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GgWhyNot the Krog Psyshot level 11
21st Haze 122nd year of Ascendancy at 04:35 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By GgWhyNot the Krog Psyshot level 35
56th Dusk 123rd year of Ascendancy at 17:11 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By GgWhyNot the Krog Psyshot level 32
30th Dusk 123rd year of Ascendancy at 15:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By GgWhyNot the Krog Psyshot level 21
65th Regrowth 123rd year of Ascendancy at 11:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By GgWhyNot the Krog Psyshot level 27
79th Pyre 123rd year of Ascendancy at 07:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GgWhyNot the Krog Psyshot level 29
7th Dusk 123rd year of Ascendancy at 13:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By GgWhyNot the Krog Psyshot level 10
14th Haze 122nd year of Ascendancy at 00:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By GgWhyNot the Krog Psyshot level 20
23rd Regrowth 123rd year of Ascendancy at 09:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By GgWhyNot the Krog Psyshot level 30
19th Dusk 123rd year of Ascendancy at 18:41 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By GgWhyNot the Krog Psyshot level 18
5th Decay 122nd year of Ascendancy at 13:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By GgWhyNot the Krog Psyshot level 31
24th Dusk 123rd year of Ascendancy at 20:21 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By GgWhyNot the Krog Psyshot level 35
56th Dusk 123rd year of Ascendancy at 22:52 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By GgWhyNot the Krog Psyshot level 29
7th Dusk 123rd year of Ascendancy at 13:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By GgWhyNot the Krog Psyshot level 5
4th Haze 122nd year of Ascendancy at 03:08 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By GgWhyNot the Krog Psyshot level 29
7th Dusk 123rd year of Ascendancy at 13:21 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By GgWhyNot the Krog Psyshot level 17
60th Haze 122nd year of Ascendancy at 06:45 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By GgWhyNot the Krog Psyshot level 37
2nd Decay 123rd year of Ascendancy at 19:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By GgWhyNot the Krog Psyshot level 22
67th Regrowth 123rd year of Ascendancy at 19:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By GgWhyNot the Krog Psyshot level 15
44th Haze 122nd year of Ascendancy at 22:53 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By GgWhyNot the Krog Psyshot level 32
29th Dusk 123rd year of Ascendancy at 16:27 see stats
Log
GgWhyNot activates his focusing elven-wood totem of healing!
GgWhyNot gains 21% of a turn from Ancestral Life.
GgWhyNot receives 449 healing.
GgWhyNot wears (replacing Serpentine Cloak (20 def, 0 armour) ): Salena the Jetnigh (2 def, 0 armour).
You detach stralite grounding strap from your Serpentine Cloak (20 def, 0 armour).
You attach stralite grounding strap to your Salena the Jetnigh (2 def, 0 armour) .
LIFE LOST WARNING!
Keyboard input temporarily disabled.
GgWhyNot uses Sudden Growth.
GgWhyNot gains 37% of a turn from Ancestral Life.
GgWhyNot receives 784 healing from Sudden Growth.
GgWhyNot gains 30% of a turn from Ancestral Life.
GgWhyNot receives 105 healing from Emblem of Evasion .
GgWhyNot receives 523 healing.
GgWhyNot gains 21% of a turn from Ancestral Life.
GgWhyNot receives 105 healing from Emblem of Evasion .
GgWhyNot receives 332 healing.
GgWhyNot wears (replacing harmonious living mindstar of venom (115% power, 40 apr, nature damage) ): Bloomsoul (94% power, 13 apr, nature damage).
You detach perfect poison groove from your harmonious living mindstar of venom (115% power, 40 apr, nature damage).
You attach perfect poison groove to your Bloomsoul (94% power, 20 apr, nature damage) .
GgWhyNot the level 38 krog psyshot suffocated to death on level 1 of Sandworm lair.
A psionic shield forms around GgWhyNot.
GgWhyNot deactivates his cloak's restoration systems.
Space restabilizes around you.













































































































































