











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 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 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:
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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 33 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Neriathra the large brown snake at level 14 on the 25th Dusk 122nd year of Ascendancy at 12:08 0 / 7Killed by elven corruptor at level 18 on the 38th Dusk 122nd year of Ascendancy at 21:13 Killed by Veluyamira the greater faeros at level 24 on the 76th Dusk 122nd year of Ascendancy at 17:42 Killed by 3-headed hydra at level 25 on the 29th Haze 122nd year of Ascendancy at 23:06 Killed by Guletha the elven guard at level 27 on the 36th Haze 122nd year of Ascendancy at 19:31 Killed by Emelumina the snow giant at level 29 on the 49th Haze 122nd year of Ascendancy at 16:01 Killed by Bethytta the snow giant at level 33 on the 18th Regrowth 123rd year of Ascendancy at 04:22 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 47 (base 42) |
| Constitution | 31 (base 12) |
| Magic | 99 (base 60) |
| Willpower | 29 (base 12) |
| Cunning | 39 (base 35) |
Resources
| Mana | 365/445 |
| Psi | 119/119 |
| Life | -220/710 |
| Positive | 126/146 |
| Stamina | 194/244 |
| Insanity | 0/100 |
| Healing Factor | 1.6858714593979 |
| Regeneration | 25.540952609879 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 58 |
| Crit Chance | 19% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Acid | +22% |
| Light | +49% |
| Temporal | +30% |
| Darkness | +27% |
| Arcane | +25% |
| Lightning | +68% |
| All | +19% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +15% |
| Arcane | +10% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 19%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 28%( 70%) |
| Mind | + 39%( 70%) |
| Lightning | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Confusion Resistance | 74% |
| Silence Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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 567% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 786% for 10 turns (31 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by Adedhelle the poison ivy. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Ganne the skeleton mage. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed bear paw. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Islesebeth (129% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Cun +7 Con dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Dmg.mod +20% lightning +6% arcane Res.pen +10% arcane ----- def ----- HP.reg +1.10 Heal.mod +17% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 49.48 to 59.38 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Light source | Borihir the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Cun +4 Con ----- def ----- Resists +6% blight Crit.chn- 15.00% Max.HP +45.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hettikan the Frigidbane (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +3% cold +18% light +9% mind Shield.pwr +8% Spell.save +9 (+4 eff.) HP.reg +2.70 Confus- +20% A pointy cloth hat, very wizardly... |
| On feet | Galemire the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +3% temporal +3% acid Res.pen +5% temporal ----- def ----- Armour +1 Resists +12% acid +6% temporal Silence- +21% Confus- +24% Stun/Frz- +22% A pair of boots made of leather. |
| Tool | evasive dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Anyrath0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +14% physical +6% all ----- def ----- Armour +2 Resists +14% physical Mind.save +26 (+9 eff.) Die.at -60.00 life Blind- +20% Rings make your fingers look great! |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +14 Mag +7 Wil dps ---------- Phys.pwr +25 (+8 eff.) Spell.pwr +22 (+5 eff.) Mind.pwr +16 (+6 eff.) Melee+ 22 light Ranged+ 33 light Dmg.mod +18% light +6% all Melee Ret 4 acid ----- def ----- Armour +4 Resists +6% acid Phys.save +9 (+5 eff.) Stun/Frz- +30% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around neck | stralite amulet 'Blastrain'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Mag +4 Con dps ---------- Crit.mult +14.00% Dmg.mod +6% lightning Acc +8 (+2 eff.) Apr +17 Melee Ret 8 lightning ----- def ----- Resists +18% lightning Phys.save +12 (+6 eff.) Max.HP +39.00 HP.reg +9.00 Stun/Frz- +24% Amulets make your neck look great! |
| In main hand | Turyneg the Bogtorrent (129% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Spell.crit +13% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Spell.pwr +22 (+5 eff.) Dmg.mod +20% lightning Res.pen +5% nature Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +6% darkness +5% arcane HP.reg +0.90 Heal.mod +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Around waist | Vorysewyn the hardened leather belt =+15 elecres +20 conf+heal=1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +12% mind +15% lightning Crit.chn- 15.00% HP.reg +1.20 Heal.mod +19% Confus- +20% A belt that goes around your waist. |
| Cloak | enveloping cashmere cloak of the voidstalker (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +13% darkness +12% temporal Phys.save +8 (+4 eff.) Def/telep +10 Res/telep +12% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nyra the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +11% Spell.pwr +41 (+9 eff.) S.pwr/crit +4 Dmg.mod +7% all Res.pen +10% mind On Hit (Melee): * 20% chance to reduce armor by 45% * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% mind +11% all Silence- +20% ---------- misc Mana/turn +0.15 Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
acid wave rune (damage 148; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 147.62 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 100; dur 4; cd 15)0.1 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 99.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 19%; move 38%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 38% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 85; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 44; cd 15)0.1 rune scroll [Normal] 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 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 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 29; blocks 1; dur 4; cd 13)0.1 rune scroll [Normal] 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 1 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Layimira the steel amulet =+100 HP=0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Max.HP +100.00 HP.reg +4.00 Amulets make your neck look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
Flowerumbra (141% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 nature On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 52% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% blight Melee Ret 6 nature 6 blight On Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce strength, dexterity, and constitution by 35 Massive two-handed mauls. |
steel greatmaul 'Crackleclash' (140% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage While equipped: Stats +8 Mag ----- def ----- Resists +12% lightning +9% acid Disarm- +20% ---------- misc Light +3 Massive two-handed mauls. |
Emeloma the Sunward (123% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 nature On Crit.r2 +19 lightning +14 cold +8 light +12 acid While equipped: dps ---------- Mov.spd +30% Dmg.mod +18% nature +6% light Res.pen +9% lightning +9% cold ----- def ----- Resists +12% light ---------- misc Light +2 Sharp, long, and deadly. |
Yvawyn the Infernowedge (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 acid Dmg.mod +9% acid +9% fire +6% mind Res.pen +11% acid +25% fire +15% mind ----- def ----- Resists +8% acid HP.reg +2.00 ---------- misc Equi/ret +0.08 Psi/ret +0.16 Hate/m.crit +5.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting vined mindstar of balance (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +8% lightning +9% fire +5% cold ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
lifebinding ash magestaff of illumination (120% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +7 (+2 eff.) HP.reg +0.50 Heal.mod +14% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 161.92 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. |
Ce'Nuwen the Gleamveil (118% power, 9 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Rare] Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam While equipped: dps ---------- Mind.crit +6% Dmg.mod +9% mind +15% physical Acc +8 (+2 eff.) ----- def ----- Armour +3 Defense +12 (+4 eff.) Fatigue +6% Disarm- +32% ---------- misc Max.hate +6.00 Light +3 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ivyna the Winterwarden (120% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Rare] Arcane/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +22 Melee+ +12 cold +8 physical On Crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Uses 1.0 Steam While equipped: Stats +2 Dex ----- def ----- Armour +15 Defense +19 (+6 eff.) Fatigue +6% Resists +12% blight ---------- misc Max.stam +30.00 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! |
Zubidhemina1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +8 Wil +16 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Dmg.mod +12% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +11 Defense +11 (+4 eff.) Phys.save +19 (+9 eff.) ---------- misc Mana/turn +0.40 Psi/ret +0.12 Hate/m.crit +4.00 Max.mana +39.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Nightmight' (2 def, 0 armour) =+acc +73 HP=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +25% acid Acc +27 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to reduce armor by 45% ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Max.HP +73.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.18 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) =+5 CON=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +2 Cun +5 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +10 (+5 eff.) Mind.save +13 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
Bethalrada the Poxkill (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +13% Crit.mult +8.00% Dmg.mod +6% nature Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +2 Resists +12% nature +9% fire Unarmed combat: Power 134% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +10.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gagas (0 def, 2 armour) =+8 dex=1.0 T2 hands armor [Rare] Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +10 (+3 eff.) Acc +15 (+4 eff.) Melee Ret 6 physical ----- def ----- Armour +2 Resists +21% acid Unarmed combat: Power 125% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Veliyama the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +2.0% Phys.pwr +11 (+3 eff.) Dmg.mod +15% arcane +15% physical Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Die.at -40.00 life Unarmed combat: Power 140% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Boltwhisper (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Str +3 Dex +9 Lck dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning Crit.chn- 10.00% ---------- misc Light +3 A hat made of leather. Very stylish. |
dwarven-steel helm 'Kilntooth' (0 def, 4 armour) =+6 CON=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +6 Wil +6 Con ----- def ----- Armour +4 Fatigue +4% Resists +15% fire Phys.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Invis +15 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Noonransom' (20 def, 1 armour) =Light +2, +Def=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Defense +20 (+7 eff.) Fatigue +1% Resists +6% fire +1% physical +6% cold ---------- misc Light +2 A hat made of leather. Very stylish. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 78.00 to 233.99 lightning damage (155.99 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Morbusburst (6 def, 4 armour)9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +25% mind +10% nature +25% arcane Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% arcane Spell.save +14 (+6 eff.) A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) =+4 CON=9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Sootjam the cured leather armour (6 def, 12 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +20 (+4 eff.) Melee+ 7 fire Ranged+ 7 fire Melee Ret 10 darkness ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +7% Resists +18% fire +16% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.vim +30.00 A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 122.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
6 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. |
432 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2026 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2016/2026 A set of 2026 tiny explosive spheres. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+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. |
Mayawyn the Flashbiter =+15 elec respen, Light +4=1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% Mind.pwr +15 (+5 eff.) Res.pen +15% lightning ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +2.00 Light +4 See.Stealth +14 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Pitchobsidian' =+5 DEX +6 CON=1.0 T3 lite [Rare] Nature While equipped: Stats +5 Dex +2 Wil +2 Cun +6 Con dps ---------- Res.pen +20% darkness ----- def ----- Resists +8% blight HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Prismhue' =+6 CON=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +6 Con dps ---------- Res.pen +10% light ----- def ----- Resists +6% cold Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
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. |
8 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. |
4 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. |
5 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Left Hand of Darkness the Cornac Adventurer level 13
19th Dusk 122nd year of Ascendancy at 03:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By The Left Hand of Darkness the Cornac Adventurer level 24
76th Dusk 122nd year of Ascendancy at 14:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Left Hand of Darkness the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 02:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Left Hand of Darkness the Cornac Adventurer level 20
47th Dusk 122nd year of Ascendancy at 13:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By The Left Hand of Darkness the Cornac Adventurer level 30
50th Haze 122nd year of Ascendancy at 06:44 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By The Left Hand of Darkness the Cornac Adventurer level 32
1st Wintertide 123rd year of Ascendancy at 09:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By The Left Hand of Darkness the Cornac Adventurer level 26
30th Haze 122nd year of Ascendancy at 23:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By The Left Hand of Darkness the Cornac Adventurer level 15
26th Dusk 122nd year of Ascendancy at 07:28 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By The Left Hand of Darkness the Cornac Adventurer level 20
48th Dusk 122nd year of Ascendancy at 16:01 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Left Hand of Darkness the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 19:36 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Left Hand of Darkness the Cornac Adventurer level 32
2nd Regrowth 123rd year of Ascendancy at 15:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Left Hand of Darkness the Cornac Adventurer level 19
46th Dusk 122nd year of Ascendancy at 02:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 24
28th Haze 122nd year of Ascendancy at 20:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 18
39th Dusk 122nd year of Ascendancy at 07:27 see stats
Log
Bethytta the snow giant activates a prepared device.
The Left Hand of Darkness triggers a trap (Bethytta the snow giant's disarming trap)!
Ran for 4 turns (stop reason: taken damage).
The Left Hand of Darkness is disarmed!
Bethytta the snow giant's disarming trap hits The Left Hand of Darkness for 202 acid damage.
Thunderstorm hits Bethytta the snow giant for 37 lightning damage.
The Left Hand of Darkness casts Chain Lightning.
The Left Hand of Darkness hits Bethytta the snow giant for 476 lightning damage.
Bethytta the snow giant's Fan of Knives performs a melee critical strike against The Left Hand of Darkness!
Bethytta the snow giant's Fan of Knives performs a melee critical strike against The Left Hand of Darkness!
The Left Hand of Darkness's spell attains critical power!
The Left Hand of Darkness is surging arcane power.
Thunderstorm hits Bethytta the snow giant for 34 lightning damage.
Melee retaliation hits Bethytta the snow giant for 4 acid, 11 lightning, 4 acid, 11 lightning, 4 acid, 11 lightning, 4 acid, 11 lightning, 4 acid, 11 lightning (78 total damage).
Bethytta the snow giant's Fan of Knives hits The Left Hand of Darkness for 99 physical, 9 cold (108 total damage).
Bethytta the snow giant's Fan of Knives hits The Left Hand of Darkness for 94 physical, 9 cold (103 total damage).
Bethytta the snow giant's Fan of Knives hits The Left Hand of Darkness for 118 physical, 9 cold (127 total damage).
Bethytta the snow giant's Fan of Knives hits The Left Hand of Darkness for 88 physical, 9 cold (97 total damage).
Bethytta the snow giant's Fan of Knives hits The Left Hand of Darkness for 110 physical, 9 cold (119 total damage).
Bethytta the snow giant uses Infusion: Healing.
Bethytta the snow giant receives 157 healing from Infusion: Healing.
Bethytta the snow giant rushes out!
Bethytta the snow giant performs a melee critical strike against The Left Hand of Darkness!
Melee retaliation hits Bethytta the snow giant for 4 acid, 11 lightning, 4 acid, 11 lightning (31 total damage).
Bethytta the snow giant hits The Left Hand of Darkness for 82 physical, 6 nature, 9 cold, 104 physical (200 total damage).
The Left Hand of Darkness the level 33 cornac adventurer was struck to death by Bethytta the snow giant on level 2 of Tempest Peak.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around The Left Hand of Darkness calms down and disappears.











































































































