














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | 19 / 69% |
| Size | big |
| Lifes / Deaths | Killed by Gloruthra the green ooze at level 19 on the 36th Haze 122nd year of Ascendancy at 20:35 / 2Killed by Belassra the white wolf at level 19 on the 38th Haze 122nd year of Ascendancy at 07:26 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 42 (base 38) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 47 (base 24) |
| Cunning | 48 (base 34) |
Resources
| Life | -239/440 |
| Psi | 180/191 |
| Steam | 34/100 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 2.5138516633574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 37 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 39 |
| Crit Chance | 15% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| All | 0% |
| Physical | +3% |
| Mind | +40% |
| Nature | +5% |
Offense: Damage Penetration
| Cold | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 10 (38.594633868923%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 53 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Physical | + 12%( 70%) |
| Nature | + 25%( 70%) |
| Fire | + 51%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 25%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 12% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Disarm Resistance | 70% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 52%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On feet | Alyrezor (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +1% physical Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -20.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of crippling (12/18, 26-31 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +14.5% Capacity 18 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Winterknight the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Dex +4 Wil +1 Cun offense ------ Damage +6% mind Ignore resists +10% cold other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arthanarigund the Singerazor (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Cun +2 Con offense ------ Mindpower +30 (+8 eff.) Damage +6% fire defense ------ Armor +1 Fatigue +1% Mind save +6 (+2 eff.) A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% Disarm Resist +70% other ------- Talents +2 Iron Grip 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. |
| Tool | Cyrissra the dwarven-steel torque of mindblast [power 225] (15/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Mag offense ------ Damage +12% mind other ------- EQ when Hit +0.08 Max psi +40.00 Infravision +3 Blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
| On fingers | savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around neck | Hettadan the Cinderrune0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil +2 Con offense ------ Mindpower +6 (+2 eff.) When Hit 2 fire defense ------ Resistance +6% nature +3% fire Physical save +12 (+6 eff.) Spell save +10 (+5 eff.) Mind save +17 (+5 eff.) Confus Resist +12% Amulets make your neck look great! |
| In main hand | Signal4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn Uses 2.0 Steam Flare: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 7 Cooldown: 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 17 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
| Around waist | Yaryduldil the Spiderhue 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +6 Wil +3 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% nature defense ------ Fatigue -8% Resistance +5% arcane Mind save +7 (+2 eff.) other ------- Encumbrance +20 Light +1 Infravision +3 A belt that goes around your waist. |
| In off hand | gifted thorny mindstar of clarity (10-11 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+3 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +14.00 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. |
| Cloak | linen cloak 'Getyzilandur' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil offense ------ Mindpower +5 (+2 eff.) Damage +9% mind defense ------ Defense +1 (+1 eff.) Resistance +3% mind +12% lightning Mind save +6 (+2 eff.) Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of the mind (+13%) (0 def, 8 armour) 2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +13% mind When Hit 20 physical defense ------ Armor +8 Fatigue +1% Resistance +13% mind +7% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 127% / cooldown 89%)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 127% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 33 steam. 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 duelist (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. 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 warrior (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 88; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 65; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 wizard (heal 242; 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 242 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
3 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: 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: 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. |
schematic: Saw Projector0.1 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: 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. |
3 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. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+8 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
clarifying steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +13% mind Confus Resist +23% Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
grounding copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +13% lightning Stun Resist +24% Amulets make your neck look great! |
steel greatmaul 'Gille' (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +10 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Resistance +6% fire Spell save +3 (+2 eff.) Confus Resist +20% Massive two-handed mauls. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 183.95 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness defense ------ Physical save +4 (+2 eff.) Spell save +2 (+1 eff.) Mind save +4 (+1 eff.) other ------- EQ when Hit +0.90 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. |
horrifying vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 7 mind 5 darkness Damage +3% mind +3% darkness defense ------ Physical save +4 (+2 eff.) Spell save +3 (+2 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.70 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. |
mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- 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. |
nature's vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +2% blight Mind save +3 (+1 eff.) Disease Resist +12% other ------- Max psi +10.00 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. |
nature's vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% nature defense ------ Resistance +3% blight Life +16.00 Life Regen +0.50 Disease Resist +14% other ------- 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. |
wrathful mossy mindstar of balance (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.70 Hate-on-crit +1.00 Psi-on-crit +1.00 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. |
Layulratta the Torchwarden4.0 Encumbrance T1 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +16 lightning On Hit: * 10% chance to slow global speed by 62% While equipped: Stats +2 Cun offense ------ Ignore resists +5% physical When Hit 2 fire defense ------ Resistance +12% fire Slings are used to hurl stones or metal shots at your foes. |
Lustresage4.0 Encumbrance T2 sling 1H weapon [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +4 Str +2 Con offense ------ Physical Power +13 (+7 eff.) On-Hit (Ranged): * 20% chance to slow global speed by 62% defense ------ Resistance +3% cold other ------- Light +3 Masteries +0.10 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling4.0 Encumbrance T2 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Str offense ------ Physical Power +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling of fire4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 fire While equipped: offense ------ Physical Crit +2.0% Damage +10% fire Accuracy +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Boltlady the iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Ignore Shields +30% On-ranged-hit +12 acid On-Hit, radius 1 +4 lightning Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) Ignore resists +5% acid other ------- Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thought-forged steel waraxe of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 mind On Hit: * 13% chance to reduce all saves and defense by 34 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
Ashlace the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +1 Str offense ------ Physical Power +10 (+5 eff.) Ignore resists +10% physical Accuracy +15 (+6 eff.) When Hit 2 fire defense ------ Defense +10 (+5 eff.) Resistance +6% acid +5% blight Unlife -40.00 life A belt that goes around your waist. |
Betawen the Frigidobsidian1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Str +3 Wil offense ------ Physical Power +4 (+2 eff.) defense ------ Resistance +12% cold Spell save +8 (+4 eff.) other ------- Infravision +3 Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
Salida1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Ignore resists +5% mind defense ------ Resistance +6% light +3% nature Life +30.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Fularach the linen cloak (1 def, 9 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Power +15 (+7 eff.) Damage +3% arcane +6% physical defense ------ Armor +9 Defense +1 (+1 eff.) Resistance +0% lightning +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xamirin (8 def, 6 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Wil defense ------ Armor +6 Defense +8 (+4 eff.) Resistance +3% blight +3% fire +13% cold Physical save +8 (+4 eff.) Mind save +8 (+2 eff.) Life +40.00 Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Resistance +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gumilaith the Miresnake (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +3% nature Ignore resists +10% nature defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Daygash' (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +5 (+3 eff.) Damage +9% physical When Hit 2 light defense ------ Armor +1 Defense +15 (+7 eff.) Resistance +5% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots 'Flashvault' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +1 Cun +2 Con offense ------ Mindpower +15 (+5 eff.) Ignore resists +5% lightning defense ------ Armor +1 Resistance +6% lightning +6% temporal Mind save +3 (+1 eff.) other ------- Max psi +20.00 A pair of boots made of leather. |
sand hardened leather gloves of butchering (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+3 eff.) On-Hit 7 physical Damage +5% physical Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Armor +9 Resistance +7% blight Spell save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.47 to 136.42 lightning damage (90.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Gawe the Ichorqueen (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ When Hit 6 nature On-Hit (Melee): * 10% chance to slow global speed by 62% defense ------ Defense +1 (+1 eff.) Resistance +12% cold +3% nature +3% darkness Physical save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Serpentbrawn (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +6% mind +3% fire Ignore resists +20% mind When Hit 2 mind 4 nature defense ------ Defense +1 (+1 eff.) Resistance +9% nature +5% blight A pointy cloth hat, very wizardly... |
Yvolena the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +1% Ignore resists +10% mind When Hit 6 mind defense ------ Defense +1 (+1 eff.) Mind save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
hardened leather hat 'Iviralle' (5 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Con offense ------ Ignore Armor +1 defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +3% Resistance +11% cold Physical save +9 (+5 eff.) Disease Resist +20% Teleport Resist +20% other ------- Breathe water A hat made of leather. Very stylish. |
iron helm 'Glarepiercer' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +15% cold defense ------ Armor +3 Fatigue +5% Resistance +3% light +5% cold other ------- Light +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather hat 'Urtharuichik' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Con defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +6% light A hat made of leather. Very stylish. |
6 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. |
275 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. |
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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
dream-smith's iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str offense ------ Damage +5% mind +5% fire defense ------ Mind save +6 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 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. |
Eclipsewish the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Armor +8 Resistance +3% darkness +12% cold Crit Resistance 10.00% Mind save +6 (+2 eff.) Confus Resist +10% other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Flashwedge'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Str +1 Wil offense ------ Damage +3% light other ------- Light +6 Infravision +1 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 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. |
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 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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple pain suppressor salve [power 119] simple pain suppressor salve [power 119]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -119 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. 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. |
iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strap0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachment0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
evasive elm totem of healing [power 116] (15/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
7 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. |
7 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Jean-Krog van Dammit the Krog Psyshot level 18
14th Haze 122nd year of Ascendancy at 05:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jean-Krog van Dammit the Krog Psyshot level 9
6th Flare 122nd year of Ascendancy at 02:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jean-Krog van Dammit the Krog Psyshot level 10
28th Dusk 122nd year of Ascendancy at 13:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jean-Krog van Dammit the Krog Psyshot level 8
9th Mirth 122nd year of Ascendancy at 09:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jean-Krog van Dammit the Krog Psyshot level 17
5th Haze 122nd year of Ascendancy at 11:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Jean-Krog van Dammit the Krog Psyshot level 19
36th Haze 122nd year of Ascendancy at 20:35 see stats
Log
Belassra the white wolf hits Minotaur of the Labyrinth for 84 physical damage.
Jean-Krog van Dammit is not dazed anymore.
Jean-Krog van Dammit is not stunned anymore.
Jean-Krog van Dammit returns to normal time.
Deep Wound from Belassra the white wolf hits Jean-Krog van Dammit for (30 flat reduction), 29 physical (29 total damage).
Jean-Krog van Dammit uses Metalstar.
Minotaur of the Labyrinth is dazed!
Belassra the white wolf is dazed!
Belassra the white wolf is not dazed anymore.
Belassra the white wolf has recovered!
Minotaur of the Labyrinth uses Infusion: Healing.
Minotaur of the Labyrinth receives 147 healing from Infusion: Healing.
Belassra the white wolf howls
Jean-Krog van Dammit is free of the entropy.
Jean-Krog van Dammit is not affected anymore by the salve.
Talent Mind Drones is ready to use.
Deep Wound from Belassra the white wolf hits Jean-Krog van Dammit for (30 flat reduction), 31 physical (31 total damage).
Jean-Krog van Dammit activates his Cyrissra the dwarven-steel torque of mindblast!
Belassra the white wolf reacts to damage from Jean-Krog van Dammit, mitigating the blow!.
Belassra the white wolf is silenced!
Belassra the white wolf's skin returns to normal.
Belassra the white wolf is no longer evading attacks.
Jean-Krog van Dammit hits Belassra the white wolf for (95 reacted , -6 stam), 205 mind (205 total damage).
Belassra the white wolf performs a melee critical strike against Jean-Krog van Dammit!
The shattering blow creates a shockwave!
Melee retaliation hits Belassra the white wolf for 20 physical, 60 fire (79 total damage).
Belassra the white wolf hits Jean-Krog van Dammit for (30 flat reduction), 215 physical (215 total damage).
Jean-Krog van Dammit the level 19 krog psyshot was dissected to death by Belassra the white wolf on level 2 of The Maze.




















































































































