











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 25 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Emoba the elven guard at level 25 on the 12nd Pyre 123rd year of Ascendancy at 19:44 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 74 (base 53) |
| Dexterity | 36 (base 17) |
| Constitution | 50 (base 30) |
| Magic | 14 (base 10) |
| Willpower | 40 (base 24) |
| Cunning | 17 (base 10) |
Resources
| Life | -4/872 |
| Steam | 100/100 |
| Stamina | 153/247 |
| Equilibrium | 43 |
| Healing Factor | 1.4086847857243 |
| Regeneration | 13.03033426795 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 34.500146650446 |
| See Invisible | 49.500146650446 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 63 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +9% |
| Nature | +27% |
| Cold | +3% |
| Blight | +20% |
| Physical | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Cold | +15% |
| Blight | +10% |
| Physical | +27% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 36 |
| Physical Save | 41 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| Cold | + 27%( 70%) |
| Lightning | + 27%( 70%) |
| Nature | + 42%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 45%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Bleed Resistance | 25% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 97% |
| Stun Resistance | 30% |
| Poison Resistance | 79% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Duvysarion' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +2 Wil +8 Con offense ------ Mindpower +3 (+1 eff.) Ignore resists +27% physical defense ------ Armor +3 Physical save +9 (+3 eff.) Spell save +3 (+1 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Blindside: Puts all charms on 22 turn cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Beluba the Glacierbreaker2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Dex offense ------ Damage +6% mind Ignore resists +15% cold defense ------ Resistance +3% mind Life +40.00 other ------- Light +3 Infravision +1 See Invisibility +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Blizzardire' (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +11 Str +6 Dex +4 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +15% blight +3% cold Ignore resists +10% blight defense ------ Armor +3 Fatigue +3% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 378.3 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Olorand the Firevalor (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +1 Str +3 Dex offense ------ Physical Power +6 (+2 eff.) Damage +12% fire Accuracy +22 (+5 eff.) Ignore Armor +7 defense ------ Armor +2 Fatigue +3% Resistance +7% blight Physical save +6 (+2 eff.) Spell save +11 (+5 eff.) Mind save +6 (+3 eff.) Disarm Resist +97% other ------- See Invisibility +3 Talents +2 Iron Grip Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +16 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 On Hit: * 11% chance to slow global speed by 48% * 13% chance to reduce armor by 11% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Rotwing the dwarven-steel torque of clear mind [power 3] (20/22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Mag offense ------ Spellpower +15 (+2 eff.) Damage +27% nature +6% lightning When Hit 10 nature Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glarewend0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +5 Wil +4 Cun offense ------ Mindpower +6 (+3 eff.) Ignore resists +20% acid other ------- Light +1 See Invisibility +3 Rings make your fingers look great! |
| On fingers | gladiator's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Rings make your fingers look great! |
| Around neck | cleansing gold amulet of constitution (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +15% nature +12% blight Poison Resist +29% Disease Resist +26% Amulets make your neck look great! |
| In main hand | Corpathus (40-56 power, 12 apr) 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +27.0% Attack Speed 100% On-hit +18 draining blight On Hit: * applies a stacking poison dealing 17 damage per turn On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +42.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | rough leather belt 'Chargequick'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% physical Ignore resists +5% fire Accuracy +20 (+5 eff.) defense ------ Resistance +6% lightning +6% fire +6% cold other ------- Stamina/turn +3.00 A belt that goes around your waist. |
| In off hand | Glorivea the dwarven-steel shield (0 def, 6 armour, 31-37 power, 83 block)7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +83 On-hit +4 acid While equipped: Stats +1 Str +2 Dex +3 Con offense ------ Damage +3% physical Accuracy +17 (+4 eff.) Ignore Armor +1 On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | restorative cashmere cloak of Iron Throne (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +2 (+1 eff.) Resistance +13% blight +13% nature +18% lightning Life Regen +3.00 Healmod +13% Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing steel plate armour of cold resistance (0 def, 9 armour) 17.0 Encumbrance T2 massive armor [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% blight +18% cold +12% nature Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 148% / cooldown 90%)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 148% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 112% / cooldown 98%)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 112% efficiency and cooldown mod of 98%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 120; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 508%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 24%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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: 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: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
2 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet of mastery (0.12 Technique / Battle tactics)0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +10% nature +10% blight Poison Resist +24% Disease Resist +22% other ------- Masteries +0.12 Technique/Battle tactics Amulets make your neck look great! |
wanderer's copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Critical power +11.00% Move Speed +10% Accuracy +6 (+1 eff.) Ignore Armor +11 defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Earalach the Offalbrand0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% nature When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 11% * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +18% mind +3% nature Confus Resist +20% Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Scabglamour0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Mag offense ------ Critical power +15.00% On-Hit (Melee): * 20% chance to slow global speed by 48% other ------- Max psi +10.00 Infravision +1 See Invisibility +6 Amulets make your neck look great! |
grounding steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Tarryyon the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +11% cold Ignore Armor +5 defense ------ Defense +20 (+10 eff.) Resistance +22% cold other ------- Max stamina +10.00 See Invisibility +3 Rings make your fingers look great! |
copper ring 'Radhatoran'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +11% nature defense ------ Resistance +5% arcane +22% nature +3% darkness Rings make your fingers look great! |
warrior's copper ring of aether (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% arcane defense ------ Armor +4 Resistance +11% arcane Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% light defense ------ Armor +6 Resistance +22% light Rings make your fingers look great! |
mule's steel ring of arcana (+0.11/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Silence Resist +20% other ------- Encumbrance +20 Mana/turn +0.11 Rings make your fingers look great! |
steel onyx ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +12 Mag +8 Wil +3 Cun +3 Con offense ------ Spellpower +6 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +3% light +9% darkness Spell save +23 (+11 eff.) Life Regen +3.00 Stun Resist +30% Rings make your fingers look great! |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Blind Resist +22% other ------- Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Gloomblast (0 def, 4 armour, 15-18 power, 40.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Disrupt/Master When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-Hit, radius 1 +4 darkness On Hit: * 10% chance to reduce damage dealt by 18% While equipped: Stats +2 Str +2 Dex offense ------ Damage +6% darkness Accuracy +6 (+1 eff.) On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) When Hit 6 mind defense ------ Armor +4 Fatigue +8% Resistance +11% arcane other ------- Talents +1 Block Handheld deflection devices. |
acidic steel shield of winter (0 def, 4 armour, 18-22 power, 40.5 block)7.0 Encumbrance T2 shield armor [Ego+] Nature When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +10 cold On Hit: * 14% chance to reduce armor by 11% While equipped: Stats +2 Wil offense ------ On-Hit 5 acid On shield block: * Deals 113 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 2 acid defense ------ Armor +4 Fatigue +8% Resistance +11% cold other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Demonhunger' (0 def, 6 armour, 36-43 power, 75.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 36.0 - 43.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +76 On-hit +15 lightning On-crit, radius 2 +21 light +12 fire On Hit: * 20% chance to reduce damage dealt by 18% On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Spell Crit +1% Physical Power +8 (+2 eff.) Damage +3% darkness On shield block: * Deals 15 light and fire damage to each enemy blocked When Hit 3 lightning defense ------ Armor +6 Fatigue +8% Resistance +13% lightning +8% fire +8% light +6% darkness other ------- Talents +1 Block Handheld deflection devices. |
elven-silk robe 'Siluvena' (0 def, 4 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +9 Mag +5 Wil offense ------ Spell Crit +10% Critical power +15.00% Spellpower +42 (+5 eff.) Spellpower/crit +5 Damage +30% temporal +10% physical Ignore resists +12% temporal +6% physical Ignore Armor +4 defense ------ Armor +4 Resistance +15% all Anomaly Control +15 Silence Resist +49% other ------- Stamina/turn +2.00 Mana/turn +0.13 Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour 'Yaredular' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Damage +15% mind On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +17% lightning +16% fire Mind save +11 (+6 eff.) A suit of armour made of leather. |
Arclash1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +6 Wil offense ------ Physical Crit +4.0% Critical power +21.00% Physical Power +4 (+1 eff.) Ignore resists +5% lightning A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Blindsnake' =dex=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +3 Con offense ------ Damage +9% darkness When Hit 2 physical defense ------ Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt 'Emolle'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Accuracy +15 (+3 eff.) Ignore Armor +4 defense ------ Armor +10 Resistance +8% lightning +11% temporal A belt that goes around your waist. |
Pitchnigh (1 def, 4 armour) =stam str=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Physical Power +25 (+7 eff.) defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +0% lightning +6% cold +6% darkness other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silavea (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Cun offense ------ Damage +12% acid Ignore resists +10% mind defense ------ Defense +1 (+0 eff.) Resistance +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eilinygavena' (1 def, 0 armour) =dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +4 Mag +1 Cun defense ------ Defense +1 (+0 eff.) Resistance +3% nature +6% acid Spell save +3 (+1 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazebore the cashmere cloak (2 def, 0 armour) =cun=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Cun +3 Dex offense ------ Mind Crit +3% Mindpower +30 (+12 eff.) Damage +9% light Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Con offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.9 Power cost 22 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belosevena (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +4 Wil +2 Con offense ------ On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Resistance +6% nature other ------- Light +3 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +3 Cun defense ------ Armor +2 Physical save +8 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 9 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 26 addition nature damage over 3 turns (damage based on Cunning). Uses 11 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
brawler's dwarven-steel gauntlets of strength (+7) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +3 Cun offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Duredan the rough leather cap (0 def, 7 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +7 Fatigue +1% Resistance +11% light +10% darkness Physical save +12 (+4 eff.) other ------- Stamina/turn +3.00 Infravision +3 A cap made of leather. |
Tempesthunt (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Damage +6% arcane Ignore resists +25% lightning defense ------ Armor +1 Fatigue +1% Resistance +15% lightning +3% fire A cap made of leather. |
Glowpierce (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +3% lightning +6% temporal +9% light +15% fire +9% nature Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 378.3 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 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. |
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. |
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. |
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. |
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. |
199 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. |
Dagidur2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Dex offense ------ Physical Crit +3.0% Critical power +5.00% defense ------ Mind save +3 (+2 eff.) Life +44.00 Pinning Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zolatar the Radiancewitch2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Str offense ------ Ignore resists +10% light Accuracy +10 (+2 eff.) When Hit 12 fire defense ------ Resistance +9% darkness +5% fire Life Regen +4.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Vorukira'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Critical power +10.00% Damage +3% temporal defense ------ Armor +2 Defense +10 (+5 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Light +3 See Stealth +5 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Aryreta (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Damage +6% nature defense ------ Resistance +9% lightning +6% cold +11% nature +5% arcane other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Quenchstinger' (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Fatigue -5% Resistance +6% darkness +12% cold other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
elm totem of summon tentacle 'Neralle' [power 95] (20/22 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% darkness +6% cold Unlife -40.00 life Life Regen +2.00 Confus Resist +10% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 220 Base Damage: 96 Armor: 0 All Resist: 5 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 110] (20/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Lavaresolve' [power 200] (20/13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +6% mind +3% fire other ------- Wards +2 arcane +2 temporal +2 darkness +3 mind Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By zigur devotee IV the Cornac Bulwark level 23
51st Regrowth 123rd year of Ascendancy at 07:46 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By zigur devotee IV the Cornac Bulwark level 20
31st Regrowth 123rd year of Ascendancy at 15:21 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By zigur devotee IV the Cornac Bulwark level 19
18th Haze 122nd year of Ascendancy at 00:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By zigur devotee IV the Cornac Bulwark level 23
61st Regrowth 123rd year of Ascendancy at 02:44 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By zigur devotee IV the Cornac Bulwark level 20
31st Regrowth 123rd year of Ascendancy at 13:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zigur devotee IV the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 17:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By zigur devotee IV the Cornac Bulwark level 20
5th Regrowth 123rd year of Ascendancy at 04:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By zigur devotee IV the Cornac Bulwark level 19
53rd Haze 122nd year of Ascendancy at 22:48 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By zigur devotee IV the Cornac Bulwark level 24
61st Regrowth 123rd year of Ascendancy at 08:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By zigur devotee IV the Cornac Bulwark level 16
53rd Dusk 122nd year of Ascendancy at 18:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zigur devotee IV the Cornac Bulwark level 7
2nd Mirth 122nd year of Ascendancy at 09:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zigur devotee IV the Cornac Bulwark level 14
32nd Dusk 122nd year of Ascendancy at 22:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By zigur devotee IV the Cornac Bulwark level 19
65th Dusk 122nd year of Ascendancy at 00:51 see stats
Log
The shield around Aeromira the elven corruptor crumbles.
Void monolith's morale has been lowered.
Spikes of Decrepitude hits zigur devotee IV for (32 antimagic), (4 resonance), 4 cold, (32 antimagic), (4 resonance), 4 darkness (8 total damage).
Bleeding from Zigur devotee IV hits Aeromira the elven corruptor for (15 absorbed), (46 to bones), 0 physical (0 total damage).
Bleeding from Zigur devotee IV hits Emoba the elven guard for (34 absorbed), 0 physical (0 total damage).
Poison from Zigur devotee IV hits Aeromira the elven corruptor for (2 absorbed), 0 nature (0 total damage).
Zigur devotee IV deactivates Last Stand.
Zigur devotee IV uses Shield Slam.
zigur devotee IV performs a melee critical strike against Aeromira the elven corruptor!
Zigur devotee IV's manaburn arcane area effect hits Aeromira the elven corruptor for 39 arcane damage.
Zigur devotee IV's manaburn arcane area effect hits Void monolith for 0 arcane damage.
Zigur devotee IV's manaburn arcane area effect hits zigur devotee IV for 0 arcane damage.
Greater Weapon Focus from Zigur devotee IV hits Aeromira the elven corruptor for 180 physical, 8 acid (188 total damage).
zigur devotee IV hits Aeromira the elven corruptor for (161 to bones), 0 physical, 8 acid, 80 physical, 8 acid, 40 physical, 7 acid (142 total damage).
Emoba the elven guard casts Netherblast.
Emoba the elven guard's spell attains critical power!
Emoba the elven guard is surging arcane power.
Aeromira the elven corruptor casts Netherblast.
Shards of metal explode from Zigur devotee IV's shield!
Nihil from Aeromira the elven corruptor hits zigur devotee IV for (59 blocked), 0 temporal (0 total damage).
Aeromira the elven corruptor's Netherblast hits zigur devotee IV for (163 blocked), (19 antimagic), 0 temporal, (163 blocked), (32 antimagic), (80 resonance), 80 darkness (80 total damage).
zigur devotee IV hits Aeromira the elven corruptor for 34 physical damage.
zigur devotee IV hits Void monolith for 33 physical damage.
zigur devotee IV hits Emoba the elven guard for (34 absorbed), 0 physical (0 total damage).
Your resonance field crumbles under the damage!
The psychic field around zigur devotee IV crumbles.
Emoba the elven guard's Netherblast hits zigur devotee IV for (163 blocked), (32 antimagic), (50 resonance), 110 temporal, (163 blocked), (32 antimagic), 526 darkness (636 total damage).
Prophecy of Ruin from Aeromira the elven corruptor hits zigur devotee IV for (163 blocked), (32 antimagic), 52 darkness, (163 blocked), (32 antimagic), 40 darkness, (163 blocked), (32 antimagic), 42 darkness (134 total damage).
zigur devotee IV the level 25 cornac bulwark was swallowed by the void to death by Emoba the elven guard on level 2 of Dark crypt.












































































































