












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Gemblade 1.6.7Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Godling 1.7.6 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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:
Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Inferno Forger |
| Level / Exp | 20 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Aerogalaith the gigantic corrosive tunneler at level 20 on the 51st Dusk 122nd year of Ascendancy at 06:54 / 1 |
Primary Stats
| Strength | 28 (base 14) |
| Dexterity | 14 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 50 (base 46) |
| Willpower | 18 (base 10) |
| Cunning | 53 (base 38) |
Resources
| Life | -47/636 |
| Mana | 2/349 |
| Steam | 105/105 |
| Healing Factor | 1.4524687383468 |
| Regeneration | 13.580582703543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +10% |
| Physical | +12% |
| Cold | +10% |
| All | 0% |
| Darkness | +10% |
| Light | +10% |
| Fire | +26% |
| Nature | +5% |
Offense: Damage Penetration
| Acid | +5% |
| Fire | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 4 (55.65183292883%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 36%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 47% |
| Poison Resistance | 30% |
| Knockback Resistance | 31% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 487% 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
| Spell / Alchemical Fire | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechanized Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engine | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heat Venting | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Steamtech / Flames | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Fuel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
| On feet | Sundash the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Resists +6% light Phys.save +13 (+7 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +5% Poison- +10% Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Haridin' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% cold Acc +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +15% cold Max.HP +60.00 Stun/Frz- +10% ---------- misc Light +4 A pointy cloth hat, very wizardly... |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Drothad the Scorchsmasher0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% fire +12% physical Res.pen +10% fire Melee Ret 4 nature ----- def ----- Resists +6% fire +12% physical Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! |
| On fingers | Hettinik0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Spell.crit +1% Crit.mult +10.00% S.pwr/crit +2 ----- def ----- Resists +3% mind Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +21% ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
| Around waist | Voidtyphoon the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Resists +6% acid +9% cold +3% darkness Max.HP +33.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (100% power, 0 apr, darkness element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Fire Gauntlet Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% On Hit.r1 +36 20% chance of physical repulsion While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 135.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (271). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +80% ---------- misc Talents +3 Iron Grip Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Main armor | Islewyn (3 def, 3 armour) 9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +1 Cun +5 Con ----- def ----- Armour +3 Hardiness +20% Defense +3 (+2 eff.) Fatigue +11% Max.HP +30.00 HP.reg +4.10 Heal.mod +11% ---------- misc Light +2 See.Invis +6 A suit of armour made of leather. |
| Cloak | Cyresemira (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +15% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+4 eff.) Resists +21% lightning +3% blight Phys.save +7 (+4 eff.) Mind.save +9 (+5 eff.) Stun/Frz- +30% ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Uralar the Burntrencher0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% blight Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 454%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical, mental; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 18%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous 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 18% 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. |
wild infusion of the psychic (res 19%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
manasurge rune of the titan (regen 886% over 10 turns; mana 44; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 886% for 10 turns (51 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the warrior (regen 796% over 10 turns; mana 40; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 796% for 10 turns (46 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 59; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 71 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 Magic 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 wizard (absorb 212; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 3 turns. Its effects scale with your Magic 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 wizard (absorb 203; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of mastery (0.20 Steamtech / Physics)0.1 T3 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.20 Steamtech/Physics Amulets make your neck look great! |
warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +5 Dex +5 Wil Amulets make your neck look great! |
Aerolar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Apr +2 On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +5 (+3 eff.) Resists +22% cold ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Issugalin the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +9% fire +6% cold +3% blight Rings make your fingers look great! |
copper ring 'Hazehunter'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +11% lightning Res.pen +5% fire +5% cold Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +22% lightning Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% cold ----- def ----- Armour +8 Resists +26% cold Rings make your fingers look great! |
Glitterbrand (132% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +8 light While equipped: dps ---------- Res.pen +20% fire ----- def ----- Resists +6% acid +12% light Massive two-handed battleaxes. |
chilling steel battleaxe of erosion (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Nature Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature +10 cold Massive two-handed battleaxes. |
dwarven-steel dagger (114% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
Pyreripper the steel greatmaul (130% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 fire While equipped: Stats +6 Str +4 Dex dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +9% physical Acc +13 (+4 eff.) Apr +2 ----- def ----- Defense +10 (+5 eff.) ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
chilling steel greatmaul of amnesia (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
arcing dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Massive two-handed swords. |
dwarven-steel greatsword (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
flaming steel greatsword of paradox (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +12 fire While equipped: ----- def ----- Resists +9% temporal Massive two-handed swords. |
steel greatsword of amnesia (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Psionic Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (114% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Sunenvy (107% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% fire Res.pen +7% physical Acc +10 (+3 eff.) Apr +7 ----- def ----- Resists +9% lightning +3% temporal +12% nature Blunt and deadly. |
dwarven-steel mace (134% power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
mighty hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Xuta the ash starstaff (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Fire Gauntlet Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light Res.pen +5% mind On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +2 Hardiness +4% Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Fire Gauntlet Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.64 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel steamgun4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Normal] Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Arodanne the Bilestreak (105% power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +20 nature On Hit.r1 +20 fire On Crit.r2 +8 fire Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +3 Defense +13 (+7 eff.) Fatigue +6% Disarm- +28% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel waraxe (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Uleroddasin the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Cun dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +5% fire +6% cold ---------- misc Psi/ret +0.04 Max.psi +10.00 A belt that goes around your waist. |
hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +48.00 A belt that goes around your waist. |
Ce'Nyra (9 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +9 (+5 eff.) Phys.save +10 (+5 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dimsorrow' (10 def, 11 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Acc +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +11 Defense +10 (+5 eff.) Phys.save +18 (+8 eff.) Spell.save +12 (+6 eff.) Mind.save +16 (+7 eff.) ---------- misc Stam/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. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+4 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of darkness (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Resists +22% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balichik the Jettrail (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +9 Resists +6% lightning +9% fire +5% arcane +12% nature ---------- misc Infravis +1 A pair of boots made of leather. |
Belumas the pair of hardened leather boots (30 def, 4 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Apr +3 ----- def ----- Armour +4 Defense +30 (+15 eff.) Resists +2% physical Die.at -20.00 life ---------- misc Max.stam +30.00 Infravis +2 A pair of boots made of leather. |
Corruptionfear the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +8.0% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+5 eff.) Res.pen +8% physical On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Defense +5 (+3 eff.) ---------- misc Psi/ret +0.04 A pair of boots made of leather. |
Galaregrim the Unlighttouch (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +25% darkness +7% physical On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness +15% fire Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Liselle the Flashsmash (0 def, 5 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -6% Resists +6% lightning +3% physical +9% light +5% arcane +3% acid Max.HP +41.00 Blind- +10% ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +8% lightning +7% temporal ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
Shadeburst (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Mind.crit +2% Phys.pwr +9 (+3 eff.) Mind.pwr +5 (+3 eff.) Melee+ 5 physical Dmg.mod +3% physical Res.pen +5% mind Acc +12 (+4 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +7 Resists +15% blight Spell.save +17 (+9 eff.) Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 On Hit: * 22% chance to slow global speed by 44% * 28% chance to reduce armor by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcstreak the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +8% temporal +9% light A hat made of leather. Very stylish. |
Blizzardpower the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +4% Resists +3% blight +9% cold +3% darkness Spell.save +3 (+2 eff.) Disease- +20% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bolttrail the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +9% acid Res.pen +5% lightning +5% acid Apr +5 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Elibeth the Nimbuszephyr (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% cold Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Flashstun (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Mag dps ---------- Dmg.mod +11% cold Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +16% cold +3% nature A pointy cloth hat, very wizardly... |
Nelen (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +6% lightning +5% temporal +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainwolf (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% cold +9% nature +3% temporal Phys.save +16 (+8 eff.) Mind.save +3 (+2 eff.) Pinning- +20% A hat made of leather. Very stylish. |
Turerahir (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Undeathpiercer (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +3% Resists +9% nature ---------- misc Equi/ret +0.08 Max.hate +8.00 Max.psi +40.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.5 Physical damage. If the attack hits, the target is confused (27% 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. |
Vorywyn (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% light +3% blight HP.reg +4.00 Disarm- +20% Teleport- +10% ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
cashmere wizard hat of darkness (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Scumobsidian' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +3% mind Res.pen +10% mind +10% nature Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Fatigue +4% Resists +9% mind +9% physical Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Bloomwither' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% cold +12% nature +5% arcane Spell.save +12 (+6 eff.) A cap made of leather. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat 'Fogvortex' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness +10% light +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +8% temporal +15% mind A hat made of leather. Very stylish. |
miner's dwarven-steel helm of constitution (+4) (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid +10% nature +11% blight A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +16% fire HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
dwarven-steel plate armour of stability (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% physical Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of clarity (0 def, 23 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master/Psionic While equipped: ----- def ----- Armour +23 Fatigue +22% Resists +6% mind Mind.save +15 (+7 eff.) A suit of armour made of metal plates. |
impenetrable steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% A suit of armour made of metal plates. |
deadly quiver of yew arrows of daylight (18/18, 151% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +8 light Against +14% Undead Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
125 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shiveroblivion the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature +9% cold Res.pen +25% cold ----- def ----- Resists +12% nature +3% cold Heal.mod +20% Cut- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Polora the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +9% mind ----- def ----- Resists +3% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 139] simple healing salve [power 139]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 139 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glacierkin [power 205] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +12% cold Res.pen +15% fire +15% cold Melee Ret 4 cold ----- def ----- Resists +6% mind Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of psionic shield [power 63] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 191 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of stinging [power 224] (17 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Inferoman the Cornac Inferno Forger level 10
1st Summertide 122nd year of Ascendancy at 11:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Inferoman the Cornac Inferno Forger level 20
31st Dusk 122nd year of Ascendancy at 02:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Inferoman the Cornac Inferno Forger level 15
4th Dusk 122nd year of Ascendancy at 05:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Inferoman the Cornac Inferno Forger level 15
7th Dusk 122nd year of Ascendancy at 23:18 see stats
Log
Inferoman hits Yellow ooze for 11 fire, 7 fire (18 total damage).
Inferoman hits Aerogalaith the gigantic corrosive tunneler for 9 fire, 5 fire (14 total damage).
Inferoman hits Xanevena the yellow ooze for 10 fire, 7 fire (17 total damage).
Melee retaliation hits Aerogalaith the gigantic corrosive tunneler for 4 nature, 2 nature (5 total damage).
Aerogalaith the gigantic corrosive tunneler hits Inferoman for 75 physical, 96 physical (170 total damage).
Inferoman receives 197 healing.
Inferoman is not affected anymore by the salve.
Inferoman hits Yellow ooze for 0 fire damage.
Inferoman hits Aerogalaith the gigantic corrosive tunneler for 0 fire damage.
Inferoman hits Xanevena the yellow ooze for 0 fire damage.
Excess Venting hits Yellow ooze for 20 fire damage.
Excess Venting hits Aerogalaith the gigantic corrosive tunneler for 16 fire damage.
Excess Venting hits Xanevena the yellow ooze for 19 fire damage.
Acid Splash from Aerogalaith the gigantic corrosive tunneler hits Inferoman for 2 acid damage.
Burning from Inferoman hits Xanevena the yellow ooze for 26 fire damage.
Melee retaliation hits Xanevena the yellow ooze for (1 to psi shield), 1 nature (1 total damage).
Burning from Inferoman hits Aerogalaith the gigantic corrosive tunneler for 14 fire damage.
Inferoman hits Yellow ooze for 6 fire, 1 fire (7 total damage).
Inferoman hits Aerogalaith the gigantic corrosive tunneler for 5 fire, 1 fire (5 total damage).
Inferoman hits Xanevena the yellow ooze for 5 fire, 1 fire (7 total damage).
Xanevena the yellow ooze's Beyond the Flesh hits Inferoman for 90 physical, 20 physical (110 total damage).
Aerogalaith the gigantic corrosive tunneler uses Skullcracker.
Aerogalaith the gigantic corrosive tunneler is recovering from the damage!
Inferoman wanders around!
Inferoman hits Yellow ooze for 12 fire damage.
Inferoman hits Aerogalaith the gigantic corrosive tunneler for 9 fire damage.
Inferoman hits Xanevena the yellow ooze for 11 fire damage.
Melee retaliation hits Aerogalaith the gigantic corrosive tunneler for 2 nature damage.
Aerogalaith the gigantic corrosive tunneler hits Inferoman for 191 physical damage.
Inferoman the level 20 cornac inferno forger was tortured to death by Aerogalaith the gigantic corrosive tunneler on level 1 of Sandworm lair.








































































































