










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This 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 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 | Yeek |
| Class | Skirmisher |
| Level / Exp | 24 / 67% |
| Size | small |
| Lifes / Deaths | Killed by thought-forged bowman at level 24 on the 10th Haze 122nd year of Ascendancy at 00:53 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 69 (base 54) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 58 (base 43) |
Resources
| Life | -28/512 |
| Stamina | 2/200 |
| Steam | 100/100 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 17.701795484105 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.043810120534 |
| See Invisible | 58.043810120534 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 60 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| All | 0% |
| Physical | +6% |
| Mind | +15% |
| Nature | +12% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 48.719009130622 (56.026343845506%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 9 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Lightning | + 25%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 12% |
| Silence Resistance | 34% |
| Teleport Resistance | 100% |
| Pinning Resistance | 80% |
| Disarm Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 312 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by midge swarm. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You must explore the ritch tunnels. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * '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 xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bloated horror heart. * You've found the needed bear paw. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Aeremith' (0 def, 5 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +9 Dex dps ---------- Apr +1 ----- def ----- Armour +5 Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots of grasping (10/21, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage * 20% chance to create vines that bind the target to the ground dealing 104 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health =Life / Light5=2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Growbender the rough leather cap (0 def, 1 armour) =Conf20=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% blight Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +20% Pinning- +20% A cap made of leather. |
| On hands | Dairerion the Cloudwinter (0 def, 1 armour) =Crit15 / Life=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% lightning Acc +12 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +9% mind +3% darkness Crit.chn- 15.00% Max.HP +40.00 Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Growthbane [power 110] (14/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% nature +6% mind ----- def ----- Resists +3% mind ---------- misc Infravis +1 See.Invis +12 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of perseverance =Str2 / Stun20=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Tempestwilter the copper ring =Conf22=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% lightning +9% mind Res.pen +5% mind +10% lightning ----- def ----- Resists +6% blight Mind.save +7 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | enraging copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main hand | Dagoroddasta the Hellstickler 4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +8 fire On Hit: * splashes acid on your target dealing 29 damage and reducing their armor While equipped: Stats +3 Dex +4 Cun ----- def ----- Resists +6% cold ---------- misc Max.hate +4.00 Max.psi +40.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -22% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +100 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Fireshine the dwarven-steel shield (0 def, 11 armour, 30-35 power, 123.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +124 Melee+ +8 fire On Hit: * 10 arcane resource burn While equipped: Stats +5 Con ----- def ----- Armour +11 Fatigue +8% Resists +7% acid +8% fire +9% blight +8% cold +13% mind +7% lightning Phys.save +10 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Toxinrigor the linen cloak (1 def, 6 armour) =Life=2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% darkness +3% mind +5% cold +14% nature +5% arcane Max.HP +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 8 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Defense +16 (+5 eff.) Fatigue +3% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 3/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.75 to 113.25 lightning damage (75.50 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
medical injector implant of the warrior (efficiency 144% / cooldown 57%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 607%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 607%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 18%; physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 40; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 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 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 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: Frost 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: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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: 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: 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: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying copper amulet of strength (+3) =Str3 / Conf21=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
insulating copper amulet of magic (+3) =Mag3=0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
starlit steel amulet of mastery (0.10 Cunning / Survival) =Blind23=0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +23% ---------- misc Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
Hellburst the copper ring =Stun20=0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +6% blight +12% lightning +5% arcane +3% darkness HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
mule's steel ring of corrosion (+20%) =Carry=0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -4% Resists +20% acid ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's steel ring of blight (+11%) =Will4=0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Mind.save +8 (+4 eff.) Rings make your fingers look great! |
solipsist's steel ring of misery =Will5=0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Melee+ 6 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Hit (Ranged): * 12% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
titan's copper ring of tenacity =Con2 / Life=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +24.00 Disarm- +23% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
titan's steel ring of frost (+24%) =Con3=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of power =Str2=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's steel ring of blight (+13%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +13% blight ----- def ----- Resists +13% blight Spell.save +6 (+6 eff.) Rings make your fingers look great! |
plaguebringer's steel battleaxe (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Arcane Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 2 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +14% Massive two-handed battleaxes. |
Ximina (26-34 power, 7 apr) =Str5=1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 blight +8 cold On Crit.r2 +8 blight While equipped: Stats +5 Str dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind +5% physical Acc +12 (+3 eff.) Sharp, short and deadly. |
enhanced steel dagger (13-17 power, 6 apr) =Str5/Mag4/Will5/Con5=1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +4 Mag +5 Wil +4 Cun +5 Con Sharp, short and deadly. |
Uludehor the steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 light Against +14% Undead On Hit.r1 +12 acid On Hit: 20% Curse of Defenselessness 2 While equipped: Stats +3 Dex +2 Cun +3 Mag dps ---------- Phys.spd +10% Acc +14 (+4 eff.) ---------- misc Light +3 Massive two-handed swords. |
hardened leather sling of enduring =Will7 / Con9=4.0 T3 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +29.00 Slings are used to hurl stones or metal shots at your foes. |
Glareshear the iron steamsaw (10-15 power, 0 apr) =Mag5=3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: Stats +1 Str +5 Mag dps ---------- Melee Ret 4 light ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +15% fire ---------- misc Light +3 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced stralite steamsaw of projection (34-51 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Master/Psionic/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +10% Disarm- +29% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming stralite steamsaw of crippling (31-46 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Nature/Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: On Hit.r1 +13 fire While equipped: dps ---------- Phys.crit +5.0% Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Girdle of the Calm Waters =Will3 / Resists=1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Glitterwind =Life / Light3=1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Defense +20 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +43.00 Pinning- +10% ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt 'Durogachak' =Conf20=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +4 Cun +6 Lck ----- def ----- Armour +2 Resists +6% lightning Stealth +6 Confus- +20% Teleport- +10% ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
rough leather belt of unlife =Unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Armegabers the linen cloak (1 def, 0 armour) =Str2 / Con4=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Con dps ---------- Apr +4 ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningburst the linen cloak (1 def, 0 armour) =Will2 / Light2=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% light Res.pen +5% light Melee Ret 4 light On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +3% light Mind.save +6 (+3 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poragama the Blastwrack (0 def, 0 armour) =Con2=2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% lightning +5% nature +6% acid Res.pen +10% lightning Melee Ret 4 acid 6 fire ----- def ----- Resists +3% acid +3% lightning +7% all Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing woollen robe of blight (+13%) (0 def, 0 armour) =Will5 / Mag5=2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% blight ----- def ----- Resists +13% blight +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kuromiran the Frostbore (0 def, 1 armour) =Con3=2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% cold Crit.chn- 5.00% ---------- misc See.Invis +12 A pair of boots made of leather. |
Lisibeth (0 def, 3 armour) =Mag1=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +3% mind Crit.chn- 15.00% ---------- misc Max.hate +2.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismprophet the pair of iron boots (0 def, 3 armour) =Light3=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% fire +12% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% fire ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Infravis +1 A pair of boots made of leather. |
undeterred pair of iron boots (0 def, 3 armour) =Conf20 / Stun21=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightwish the rough leather gloves (0 def, 1 armour) =Mag6 / Light2=1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +6 Mag +2 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 See.Invis +3 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. |
Sludgegrip (0 def, 0 armour) =Will4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Sparkrazor' (0 def, 2 armour) =Mag7=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +7 Mag dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 14 mind 21 darkness Res.pen +15% lightning +20% fire On Hit (Melee): * 17% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Fatigue +3% Mind.save -12 (-6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
polar hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +7% cold 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. |
rough leather gloves of strength (+3) (0 def, 1 armour) =Str3=1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 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. |
scouring dwarven-steel gauntlets of the verdant (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +11% blight +8% darkness +10% arcane Affinity +7% nature Spell.save +20 (+15 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) =Will10=3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Daimesadin the Blackpassion (0 def, 1 armour) =Str3=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Crit.mult +15.00% Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Fatigue +1% Resists +3% mind 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 33.6 Physical damage. If the attack hits, the target is confused (42% 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. |
Murkstreak the cashmere wizard hat (2 def, 0 armour) =Mag3=2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.crit +4% Spell.pwr +5 (+5 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +3% nature ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +3% cold Shield.pwr +8% Die.at -20.00 life HP.reg +1.60 Disease- +20% ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Serpentenvy (6 def, 0 armour) =Life=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +6 (+2 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
iron helm 'Bokomalach' (0 def, 3 armour) =Con5=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +5 Con dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -20.00 life ---------- misc Mana/turn +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Unryhell' (0 def, 7 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +7 Fatigue +5% Resists +5% cold +3% light +9% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Belinne' (1 def, 2 armour) =Stun20=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% blight +6% fire +9% cold Stun/Frz- +20% A pointy cloth hat, very wizardly... |
cleansing stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% blight +6% physical +11% nature Phys.save +15 (+7 eff.) A suit of armour made of mail. |
rejuvenating hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +26.00 HP.reg +5.10 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
282 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =DigSpeed=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Eremekhad' (dig speed 19 turns) =Mag2=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Cun ----- def ----- Resists +5% darkness +6% fire Crit.chn- 15.00% ---------- misc Infravis +1 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ =Friends=2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 36/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =ESP=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zubima the Sparkbreak =Will5 / Mag3=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag +5 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +25% lightning ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. 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. |
Imp Claw =Light1=2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
potent healing salve [power 171] potent healing salve [power 171]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 171 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 15] powerful water salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
barbed pouch of iron shots (13/13, 21-25 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 13 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
soothing steel torque of gale force [power 160] (14/15 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle 'Aerethel' [power 165] (14/25 cooldown) =Will5=2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% Apr +4 ---------- misc Max.psi +20.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 386 Base Damage: 198 Armor: 14 All Resist: 12 Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of stinging [power 224] (14/18 cooldown) =Sting=2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 251 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Frigidsweep [power 9] (14/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% cold +9% physical Apr +2 ----- def ----- Phys.save +18 (+9 eff.) Die.at -40.00 life Reveal the area around you, dispelling darkness (radius 9, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of conjuration [power 180] (14/15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 180 acid damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Daystinger' [power 116] (14/20 cooldown) =Will2 / Con1=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Wil +1 Con dps ---------- Res.pen +15% light Melee Ret 10 cold Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
4 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. |
6 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Try Again the Yeek Skirmisher level 8
8th Mirth 122nd year of Ascendancy at 03:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Try Again the Yeek Skirmisher level 23
7th Haze 122nd year of Ascendancy at 22:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Try Again the Yeek Skirmisher level 10
5th Flare 122nd year of Ascendancy at 18:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Try Again the Yeek Skirmisher level 20
31st Dusk 122nd year of Ascendancy at 00:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Try Again the Yeek Skirmisher level 21
48th Dusk 122nd year of Ascendancy at 06:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Try Again the Yeek Skirmisher level 8
2nd Flare 122nd year of Ascendancy at 22:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Try Again the Yeek Skirmisher level 12
3rd Dusk 122nd year of Ascendancy at 08:29 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Try Again the Yeek Skirmisher level 23
8th Haze 122nd year of Ascendancy at 07:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Try Again the Yeek Skirmisher level 23
8th Haze 122nd year of Ascendancy at 06:51 see stats
Log
Try Again shoots!
Gloruyata the hornet swarm speeds up.
Gloruyata the hornet swarm uses Hammer Toss.
Gloruyata the hornet swarm slows down.
Gloruyata the hornet swarm is poisoned!
Try Again reacts to an attack from War hound, mitigating the blow!.
Gloruyata the hornet swarm converts some damage to Psi!
War hound hits Try Again for (18 flat reduction), (29 reacted , -5 stam), 74 physical (74 total damage).
Melee retaliation hits War hound for 12 physical damage.
Try Again's Shoot hits Gloruyata the hornet swarm for (21 blocked), 6 to psi, 8 physical, (2 blocked), 0 physical, 5 to psi, 7 acid (27 total damage).
Thought-forged bowman shoots!
Gloruyata the hornet swarm converts some damage to Psi!
Deadly Poison from Try Again hits Gloruyata the hornet swarm for 3 to psi, 4 nature (8 total damage).
Gloruyata the hornet swarm's Hammer Toss misses Try Again.
Gloruyata the hornet swarm speeds up.
Gloruyata the hornet swarm summons a Ritch Flamespitter!
Gloruyata the hornet swarm's mind surges with critical power!
Gloruyata the hornet swarm's mind surges with critical power!
Try Again becomes more vulnerable to fire.
Gloruyata the hornet swarm slows down.
Gloruyata the hornet swarm converts some damage to Psi!
Ninurlhing's acid area effect hits Midge swarm for 13 acid damage.
Ninurlhing's acid area effect hits Try Again for (11 flat reduction), 0 acid (0 total damage).
Ninurlhing's acid area effect hits Gloruyata the hornet swarm for 4 to psi, 5 acid (9 total damage).
Ninurlhing's acid area effect hits War hound for 13 acid damage.
Ninurlhing's acid area effect hits Ritch flamespitter for 13 acid damage.
Ninurlhing's acid area effect hits Ritch flamespitter for 13 acid damage.
Thought-forged bowman's Shoot hits Try Again for (18 flat reduction), 67 physical (67 total damage).
Try Again the level 24 yeek skirmisher was struck to death by a thought-forged bowman on level 4 of Old Forest.





























































































































