










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Shadowblade |
| Level / Exp | 50 / 2604% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 49 (base 25) |
| Dexterity | 87 (base 60) |
| Constitution | 14 (base 12) |
| Magic | 76 (base 60) |
| Willpower | 20 (base 12) |
| Cunning | 101 (base 60) |
Resources
| Mana | 284/284 |
| Life | 1318/1318 |
| Positive | 177/177 |
| Stamina | 272/272 |
| Steam | 4/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 20.592871517511 |
Speed
| Mental | +21.9466252584% |
| Attack | 0% |
| Movement | +44% |
| Spell | +21.9466252584% |
| Global | +130.07221286943% |
Vision
| Sight | 12 |
| Lite | -1000 |
| Infravision | 27 |
| See Stealth | 83.352332603071 |
| See Invisible | 93.352332603071 |
| Stealth | 57 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 82 |
| Crit Chance | 68% |
| APR | 108 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 178 |
| Accuracy | 82 |
| Crit Chance | 82% |
| APR | 80 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 28% |
| Speed | 0.82003089292635 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Darkness | +71% |
| Nature | +35% |
| Temporal | +35% |
| Fire | +25% |
| Arcane | +30% |
| Mind | +23% |
| All | +5% |
Offense: Damage Penetration
| Temporal | +56% |
| Darkness | +71% |
| Arcane | +61% |
| All | +36% |
Defense: Base
| Armour (hardiness) | 35 (48.304188961773%) |
| Defense | 101 |
| Ranged Defense | 101 |
| Fatigue | 0.069540600184776 |
| Physical Save | 48 |
| Spell Save | 52 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 37%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 62%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 133 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 Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 57%. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Won't Break Stealth: 100% 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. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Combat |
| talent | Shadow Feed |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Chant of Resistance |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 9.6 and stamina regeneration by 2.4. Soothing Darkness |
| beneficial effect | You have 1 charges. Death Momentum |
| beneficial effect | Parrying melee and ranged attacks: Has a 77% chance to deflect up to 41 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +8, Mag +8 offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 212 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 18 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Unlightpiety 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +30 (+5 eff.) Damage +0% light, +25% darkness Ignore resists +11% all Ignore Armor +15 defense ------ Resistance +15% darkness other ------- Max stamina +30.00 Light +1 Infravision +10 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gliwyn (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +10 Ignore resists +25% arcane, +20% temporal Ignore Shields +30% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +3% Resistance +11% blight, +11% darkness Spell save +11 (+3 eff.) Mind save +11 (+4 eff.) other ------- Vim-on-crit +2.02 Max mana +60.00 Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed Circle of Sanctity: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 5.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 28 light damage to everyone else who enters. The circle lasts 6 turns. A hat made of leather. Very stylish. |
| On hands | heroic voratun gauntlets of archery (0 def, 7 armour) 1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats Cun +4, Dex +7 offense ------ Accuracy +8 (+2 eff.) Ignore Armor +10 defense ------ Armor +7 Fatigue +5% Mind save +7 (+2 eff.) Life +62.00 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 31.0 - 43.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Nightravage' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats Str +6, Dex +6 offense ------ Damage +21% darkness Ignore resists +25% darkness Ignore Armor +3 defense ------ Resistance +11% darkness Affinity +15% darkness Unlife -60.00 life other ------- Stamina/turn +3.00 Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elenigar0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats Str +5, Wil +7 offense ------ Mindpower +15 (+3 eff.) Damage +18% mind, +20% fire Ignore Armor +5 defense ------ Defense +15 (+3 eff.) Resistance +5% physical, +40% fire Unlife -93.64 life other ------- Stamina/turn +3.00 Rings make your fingers look great! |
| On fingers | Urugosin the Cobraedge0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Cun +10, Dex +7 offense ------ Physical Power +14 (+2 eff.) Spellpower +15 (+4 eff.) Mindpower +15 (+3 eff.) Move Speed +24% Ignore resists +10% darkness Accuracy +30 (+6 eff.) When Hit 2 darkness On-Hit (Melee): * 24% chance to slow global speed by 63% defense ------ Defense +13 (+2 eff.) Resistance +18% nature, +6% arcane Blinding Speed: Puts all charms on 29 turn cooldown Effective talent level: 3.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
| Around neck | Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+7 eff.) Steampower +40 (+10 eff.) Spellpower +40 (+9 eff.) Mindpower +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
| In main hand | Blade of Distorted Time (40-56 power, 60 apr) 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +60 Critical Rate +28.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 96 temporal damage and slows enemies in radius 6 of the target by 106% based on Magic While equipped: offense ------ Damage +30% temporal, +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 8 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | Cloudhunter 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats Str +4, Dex +4, Wil +4, Cun +4 offense ------ Spellpower +4 (+1 eff.) Accuracy +15 (+3 eff.) Ignore Armor +4 defense ------ Defense +5 (+1 eff.) Resistance +6% lightning, +10% fire +6% cold Physical save +13 (+4 eff.) Spell save +15 (+5 eff.) Mind save +19 (+6 eff.) other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 32 apr) 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +42.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats Cun +8, Dex +4 offense ------ Damage +30% nature, +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats Cun +6 offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +30% lightning, +0% cold +0% nature Physical save +10 (+3 eff.) Stun Resist +50% Has a 50% chance each turn to slash an adjacent enemy for 259 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Life Support Suit (12 def, 10 armour) 9.0 Encumbrance T5 light armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +12 (+2 eff.) Fatigue +9% Resistance +5% all Physical save +25 (+8 eff.) Unlife -200.00 life Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Talents +1 Life Support You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (15 turn cooldown) "We've done it, men. We cured death." |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
medical injector implant (efficiency 108% / cooldown 53%)0.1 Encumbrance T1 implant scroll [Normal] 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 108% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 170% / cooldown 86%)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 170% efficiency and cooldown mod of 86%. 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 duelist (steam 12)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 11.5 steam per turn. Can be activated for an instant burst of 58 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 psychic (steam 12)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 11.5 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
manasurge rune (regen 1157% over 10 turns; mana 58; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (82% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1157% for 10 turns (317 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 106; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 106 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 342; dur 7; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 168; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 168 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 106; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 106 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 36; blocks 4; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 37; blocks 3; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 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. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Galvanic Retributor0.1 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: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 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: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 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: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 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. |
3 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. |
4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
4 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Emagata'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +10, Con +5 defense ------ Resistance +9% blight, +9% temporal Mind save +6 (+2 eff.) Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Ebonycutter the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Wil +2, Con +4 offense ------ Mindpower +30 (+7 eff.) Damage +6% darkness Ignore resists +20% darkness, +15% mind other ------- Psi when Hit +0.16 Max psi +30.00 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 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. |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light, +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Duskcrypt0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats Dex +3, Mag +4, Cun +6 Con +10 offense ------ Spellpower/crit +4 Ignore resists +15% darkness other ------- Mana/turn +0.40 Max mana +44.00 Light +3 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 26 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (175). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +21% lightning Blind Resist +34% Stun Resist +40% other ------- Infravision +6 Sight +2 See Invisibility +13 Amulets make your neck look great! |
Ce'Nyta the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Armor +7 Defense +11 (+2 eff.) Resistance +30% fire, +25% cold Max Resistance +7% all Physical save +64 (+19 eff.) Spell save +32 (+10 eff.) Mind save +37 (+12 eff.) Pinning Resist +20% Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
pixie's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Cun +2, Mag +3 offense ------ Spellpower +5 (+1 eff.) Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Frigidripper0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +30% cold, +15% fire Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% cold, +9% fire Mind save +10 (+3 eff.) Confus Resist +38% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats Str +4, Wil +8 offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Str +6, Con +6 offense ------ Physical Power +10 (+2 eff.) Rings make your fingers look great! |
gold ring 'Arubrevea'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Str +4, Wil +6, Cun +6 offense ------ Mindpower +11 (+2 eff.) defense ------ Resistance +12% mind, +15% cold Unlife -80.00 life Healmod +10% Disease Resist +20% Cut Resist +20% Rings make your fingers look great! |
gold ring 'Ebonydare'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats Mag +6 offense ------ On-Hit 22 light On-Ranged-Hit 25 light Damage +27% acid, +15% light +9% arcane Ignore resists +15% darkness, +15% arcane defense ------ Resistance +30% acid, +5% arcane Rings make your fingers look great! |
pixie's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Cun +6, Mag +4 offense ------ Spellpower +8 (+2 eff.) On-Hit 14 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 35 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Ashswift the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats Cun +15, Wil +6 offense ------ Mindpower +9 (+2 eff.) On-Hit 14 physical On-Ranged-Hit 23 physical Damage +6% lightning, +3% fire Ignore resists +25% fire When Hit 4 fire On-Hit (Melee): * 15% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 35 defense ------ Fatigue -6% other ------- Encumbrance +28 Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Bregistir the Doursear0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats Wil +9 offense ------ Spellpower +30 (+7 eff.) Spellpower/crit +10 On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Blind Resist +43% other ------- Vim-on-crit +2.00 Max vim +50.00 Infravision +6 See Stealth +15 See Invisibility +21 Rings make your fingers look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats Lck -10, Wil +6 defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 58 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
stralite ring 'Camomnir'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower/crit +10 Damage +15% arcane Ignore Shields +30% defense ------ Spell save +12 (+4 eff.) Silence Resist +44% other ------- Mana/turn +0.58 Mana-on-crit +2.02 Rings make your fingers look great! |
stralite ring 'Samogasin'0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Cun +14, Mag +14 offense ------ Mind Crit +2% Spellpower +23 (+6 eff.) Damage +12% arcane Ignore resists +5% arcane Accuracy +15 (+3 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Resistance +6% arcane Mind save +9 (+3 eff.) other ------- Max hate +10.00 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Elyyaleba the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +1, Con +1 offense ------ Critical power +15.00% Damage +20% nature, +16% fire defense ------ Resistance +3% acid, +32% fire +49% nature Physical save +18 (+6 eff.) Spell save +14 (+4 eff.) Mind save +14 (+5 eff.) Rings make your fingers look great! |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+3 eff.) On-Hit 15 arcane Damage +4% lightning, +4% physical +4% cold, +4% fire +15% arcane, +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.5 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 304.81 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Ureslak's Starry Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Blinding darkness Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Damage +30% darkness Ignore resists +30% darkness defense ------ Resistance +45% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. This item has been sent to the Item's Vault. |
Urelen the steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 14.0 - 18.2 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 acid On Critical: * Wound the target dealing 357 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Critical power +11.00% Physical Power +5 (+1 eff.) Accuracy +7 (+1 eff.) Ignore Armor +7 defense ------ Armor +4 Defense +6 (+1 eff.) Unlife -40.00 life Disarm Resist +25% Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 50% Mag, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 70% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats Cun +6, Mag +6 defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
truestriking dwarven-steel dagger of enduring (20-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 20.5 - 26.7 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Con +6, Wil +7 offense ------ Ignore resists +7% physical Accuracy +10 (+2 eff.) Ignore Armor +5 defense ------ Life +19.00 Sharp, short and deadly. |
Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats Cun +6, Wil +6 offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 35% Cun, 105% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6, Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight, +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 29 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.97 acid and 21.97 blight damage. If not cleared after five turns it will inflict 124.77 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Obsidianpython (37-48 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Con +20, Wil +20 offense ------ Ignore resists +10% physical Accuracy +25 (+5 eff.) Ignore Armor +10 When Hit 4 darkness defense ------ Resistance +9% lightning, +3% cold +5% arcane Life +149.00 Blind Resist +10% Confus Resist +20% Sharp, short and deadly. |
Radiancegrinder the voratun dagger (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 36.5 - 47.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +16 mind, +29 item expose On-Hit, radius 1 +12 light, +36 fire On Hit: * 29% chance to reduce all saves and defense by 35 While equipped: Stats Cun +8, Wil +2 defense ------ Resistance +3% temporal, +6% fire Teleport Resist +20% Sharp, short and deadly. |
enhanced voratun dagger of ruin (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Str +9, Dex +7, Mag +8, Wil +9 Cun +6, Con +6 offense ------ Physical Crit +8.0% Critical power +18.00% Ignore Armor +9 Sharp, short and deadly. |
voratun dagger 'Tundrafury' (64-84 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 64.5 - 83.9 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Physical Crit +12.0% Critical power +13.00% Damage +15% cold Ignore resists +10% arcane Ignore Armor +13 When Hit 4 temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
Overseer (17-19 power, 27 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats Cun +3, Wil +7 offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 44 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
Galen's Will (40-60 power, 45 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Occult Uses 150% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats Cun +9, Mag +9 offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+3 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 15 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
woollen robe 'Rhavor' (15 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats Mag +5, Wil +5 defense ------ Defense +15 (+3 eff.) Resistance +15% light, +9% all Unlife -60.00 life Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.15 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Floethorn (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats Str +6, Mag +5, Wil +5, Con +4 offense ------ Mindpower +10 (+2 eff.) Damage +16% lightning, +10% physical +5% nature, +11% fire +6% mind, +11% cold defense ------ Resistance +9% lightning, +16% fire +17% cold, +11% all Mind save +9 (+3 eff.) Poison Resist +25% Disease Resist +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15 offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 11 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +7, Wil +7, Cun +7 offense ------ Spell Crit +12% Spellpower +35 (+8 eff.) Damage +37% lightning, +37% temporal +37% cold, +37% fire +37% arcane, +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Iseta1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats Con +3 offense ------ Mindpower +5 (+1 eff.) defense ------ Resistance +5% arcane Physical save +8 (+3 eff.) Life +60.00 Teleport Resist +20% other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane, +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane, +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 21 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 191.49 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats Cun +6 offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Resistance +0% lightning, +0% cold +0% nature Physical save +10 (+3 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+3 eff.) Resistance +15% physical, +0% nature +0% cold Physical save +40 (+13 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 2.5 Power cost 44 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 87 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
murderer's elven-silk cloak of implacability (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats Cun +3, Dex +2 offense ------ Accuracy +6 (+1 eff.) Ignore Armor +7 defense ------ Defense +3 (+1 eff.) Resistance +0% nature, +0% cold Physical save +13 (+4 eff.) Mind save +12 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borugund the pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats Dex +12, Wil +6, Cun +10 Lck +15 offense ------ Critical power +5.00% Mindpower +10 (+2 eff.) Damage +3% mind, +6% acid defense ------ Armor +5 Resistance +15% lightning, +9% blight +3% fire, +3% nature +3% acid Physical save +14 (+5 eff.) Spell save +15 (+5 eff.) Mind save +13 (+4 eff.) Stealth +15 Disengage: Puts all charms on 11 turn cooldown Effective talent level: 5.9 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 209% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of voratun boots 'Stargrit' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats Str +10 offense ------ Critical power +26.46% Physical Power +15 (+2 eff.) Damage +27% darkness, +9% physical Ignore resists +33% physical defense ------ Armor +5 Fatigue -6% Resistance +18% light Physical save +15 (+5 eff.) other ------- Encumbrance +50 Stamina/turn +3.97 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather hat 'Sileba' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats Str +11, Dex +3, Con +3 offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% nature, +1% physical Disease Resist +10% Pinning Resist +10% A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold, +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats Mag +4, Wil +4, Cun +4 offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Con +3, Wil +10 offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 44 out of 60/60. Range melee/personal Cooldown: 34 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 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 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. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
voratun helm 'Nedemas' (5 def, 13 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +10, Wil +9, Cun +1 offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +13 Defense +5 (+1 eff.) Fatigue +5% Resistance +12% fire, +14% physical +3% darkness, +5% all Physical save +22 (+7 eff.) Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 340.5 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats Mag +6, Con +6 Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats Mag +6, Con +6 Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
487 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Phoenixfiend the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Wil +4, Cun +1, Con +3 offense ------ Damage +3% mind, +0% light Ignore resists +15% fire defense ------ Resistance +6% mind Life +60.00 other ------- Light +4 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats Con +3 offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) defense ------ Resistance +15% blight, +10% darkness Life Regen +1.00 other ------- Light +4 Infravision +4 See Invisibility +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
mastercraft waterproof coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +20% nature, +20% cold Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great fiery salve [power 18] great fiery salve [power 18]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 110% cooldown modifier. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 18] great frost salve [power 18]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 110% cooldown modifier. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 219] great pain suppressor salve [power 219]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 110% cooldown modifier. Let you fight up to -219 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. |
great water salve [power 18] great water salve [power 18]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 110% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Isloreda the Shiverzephyr (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Physical Power +20 (+3 eff.) Damage +9% cold Ignore resists +15% physical defense ------ Defense +15 (+3 eff.) Resistance +6% nature, +5% arcane +15% light other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all, +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
steel torque of mindblast 'Shimmerswift' [power 170] (11 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% darkness, +10% lightning defense ------ Resistance +3% cold, +9% light +6% nature Spell save +9 (+3 eff.) Blast the opponent's mind dealing 209 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of clear mind [power 4] (23 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 23 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Bleakhunt the stralite torque of psionic shield [power 121] (19 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +30% darkness Ignore resists +25% darkness, +25% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Resistance +9% acid, +9% darkness Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 19 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Blindstrike the voratun torque of psionic shield [power 113] (19 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats Cun +1 offense ------ Critical power +15.00% Mindpower +15 (+3 eff.) Ignore resists +20% light other ------- Hate-on-crit +2.00 Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 19 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce fatigue by 32% for 2 turns. 100% to increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of stinging [power 170] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Barkbringer the yew totem of healing [power 242] (11 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% acid Ignore resists +20% nature On-Hit (Melee): * 20% chance to reduce armor by 43% Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 15% for 2 turns. 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Nira the Whitehoof Shadowblade level 9
36th Retaking 124th year of Ascendancy at 21:52 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Nira the Whitehoof Shadowblade level 11
44th Retaking 124th year of Ascendancy at 09:37 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Nira the Whitehoof Shadowblade level 45
6th Loss 124th year of Ascendancy at 14:12 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Nira the Whitehoof Shadowblade level 50
28th Loss 124th year of Ascendancy at 01:44 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Nira the Whitehoof Shadowblade level 47
12nd Loss 124th year of Ascendancy at 14:54 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Nira the Whitehoof Shadowblade level 46
7th Loss 124th year of Ascendancy at 06:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nira the Whitehoof Shadowblade level 32
9th Pain 124th year of Ascendancy at 20:28 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Nira the Whitehoof Shadowblade level 32
10th Pain 124th year of Ascendancy at 12:51 see stats
For a Few Gold More (Insane (Roguelike) difficulty)
Completely deplete an AAA's stock.By Nira the Whitehoof Shadowblade level 21
33rd Revenge 124th year of Ascendancy at 20:05 see stats
Here, I Think You Dropped This (Insane (Roguelike) difficulty)
Killed Ureslak the Eternal while wielding Ureslak's Femur.By Nira the Whitehoof Shadowblade level 50
29th Destruction 124th year of Ascendancy at 15:51 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Nira the Whitehoof Shadowblade level 32
10th Pain 124th year of Ascendancy at 22:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nira the Whitehoof Shadowblade level 10
38th Retaking 124th year of Ascendancy at 21:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nira the Whitehoof Shadowblade level 20
23rd Revenge 124th year of Ascendancy at 00:07 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Nira the Whitehoof Shadowblade level 30
47th Revenge 124th year of Ascendancy at 02:52 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Nira the Whitehoof Shadowblade level 40
21st Dearth 124th year of Ascendancy at 14:19 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Nira the Whitehoof Shadowblade level 50
22nd Loss 124th year of Ascendancy at 23:52 see stats
Mender (Insane (Roguelike) difficulty)
Destroyed the bosses of the Primal Forest without killing any uncorrupted treants.By Nira the Whitehoof Shadowblade level 43
52nd Dearth 124th year of Ascendancy at 10:03 see stats
Once Upon A Time, In the West... (Insane (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Nira the Whitehoof Shadowblade level 50
40th Destruction 124th year of Ascendancy at 18:20 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Nira the Whitehoof Shadowblade level 50
15th Destruction 124th year of Ascendancy at 22:20 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Nira the Whitehoof Shadowblade level 40
22nd Dearth 124th year of Ascendancy at 10:30 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Nira the Whitehoof Shadowblade level 50
28th Destruction 124th year of Ascendancy at 06:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nira the Whitehoof Shadowblade level 40
21st Dearth 124th year of Ascendancy at 20:03 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Nira the Whitehoof Shadowblade level 50
18th Destruction 124th year of Ascendancy at 05:13 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Nira the Whitehoof Shadowblade level 49
22nd Loss 124th year of Ascendancy at 23:52 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Nira the Whitehoof Shadowblade level 28
46th Revenge 124th year of Ascendancy at 12:24 see stats
To the Bitter End (Insane (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Nira the Whitehoof Shadowblade level 50
18th Destruction 124th year of Ascendancy at 17:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nira the Whitehoof Shadowblade level 36
33rd Pain 124th year of Ascendancy at 22:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nira the Whitehoof Shadowblade level 20
24th Revenge 124th year of Ascendancy at 02:07 see stats
True Savior (Insane (Roguelike) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Nira the Whitehoof Shadowblade level 40
22nd Dearth 124th year of Ascendancy at 10:30 see stats
Log
Today is the 48th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:30.
Nira's Cloak of Daggers lashes out, cutting Something!
Nira hits Something for 0 physical damage.
Sun Paladins patrol briefly catches sight of you!
Today is the 49th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:51.
Today is the 50th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 51st Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 10:41.
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
Today is the 52nd Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
There is a Entrance to the Vaporous Emporium here (press '' or right click to use).
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
Today is the 1st Renewal of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:36.
There is a Kruk Pride (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
























































































































































































