
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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 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.] 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 | Skeleton |
| Class | Gunslinger |
| Level / Exp | 21 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Glytha the cutpurse at level 21 on the 76th Dusk 122nd year of Ascendancy at 22:33 / 2Killed by Glytha the cutpurse at level 21 on the 76th Dusk 122nd year of Ascendancy at 22:40 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 75 (base 50) |
| Constitution | 28 (base 11) |
| Magic | 21 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 50 (base 41) |
Resources
| Life | -454/513 |
| Steam | 96/100 |
| Healing Factor | 1.4256298990388 |
| Regeneration | 18.889596162264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +15% |
| Cold | +6% |
| Mind | +15% |
| Lightning | +12% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 21 (80%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 4 |
| Physical Save | 38 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 35%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 57%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 85% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning 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 106% efficiency and cooldown mod of 92%. |
| 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 115% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
| 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 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 |
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 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 Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Quiver | pouch of iron shots 'Tundrarigor' (13/17, 15-18 power, 1 apr) 3.0 T1 shot ammo [Rare] Nature Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Proj.spd +200% Ranged+ +8 cold +8 nature On Hit.r1 +4 cold On Crit.r2 +8 cold On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 50% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Gale's kiss the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +17% Disease- +20% Silence- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Layuwen' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% physical Apr +4 Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% arcane +6% cold Die.at -40.00 life ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A cap made of leather. |
| On hands | Wintertooth (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Con dps ---------- Melee+ 7 fire Dmg.mod +6% cold +4% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire +5% arcane +9% cold Phys.save +18 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) HP.reg +6.00 Disarm- +85% ---------- misc Stam/turn +0.70 Max.stam +17.00 Talents +1 Iron Grip Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 physical On Crit.r2 +7 fire On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 On Hit: 10% Fire Breath 3 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Flamevile the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% fire Res.pen +5% cold ----- def ----- Fatigue -4% Max.HP +46.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | steel agate ring0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +1 Str +1 Dex +4 Mag +1 Wil +4 Cun +1 Con dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +13% acid +12% fire +11% lightning +12% cold Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
| In main hand | Dridehir the dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 lightning On Hit.r1 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 15 * splashes acid on your target dealing 29 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +4.00 Max.hate +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Nerokira'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +3% blight +3% acid Crit.chn- 10.00% D.Red.from +15% Summoned Die.at -60.00 life A belt that goes around your waist. |
| In off hand | steel steamgun 'Scaldrot' 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +20 fire On Hit: * splashes acid on your target dealing 28 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str +3 Dex +2 Mag +2 Cun dps ---------- Melee Ret 4 fire ---------- misc Infravis +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +30% lightning Stun/Frz- +50% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 17 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +17 Hardiness +50% Defense +10 (+4 eff.) Fatigue +4% Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
magic missile rune (144 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 144 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 145; dur 3; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 145 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler0.1 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: 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. |
2 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: Back Support0.1 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: Explosive 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: Flash 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: 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: 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: 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: Mental Stimulator0.1 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. |
4 schematic: Saw 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: 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. |
4 schematic: Steamgun0.1 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. |
schematic: Voltaic 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: 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. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet 'Ce'Namivena'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +1 Con dps ---------- Crit.mult +21.00% Spell.pwr +7 (+4 eff.) Dmg.mod +6% blight +6% fire Res.pen +5% mind ----- def ----- Armour +4 Die.at -80.00 life Amulets make your neck look great! |
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Burngore the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +11% cold Res.pen +15% mind +5% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% mind +22% cold Rings make your fingers look great! |
Burnvengeance0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +3% acid Res.pen +25% arcane +20% acid Melee Ret 2 fire ----- def ----- Resists +22% light +3% acid Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +6 Mag +6 Wil +1 Cun +1 Con dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +3 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Camuregohor0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% arcane Acc +30 (+10 eff.) ----- def ----- Resists +6% acid Rings make your fingers look great! |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Islukira the ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Spell.crit +2% Crit.mult +23.00% Spell.pwr +15 (+8 eff.) S.pwr/crit +2 Melee+ 20 fire Dmg.mod +15% physical Res.pen +10% physical ---------- misc Stam/turn +2.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel mace of massacre (22-30 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
flaming steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
steel steamsaw 'Lightkill' (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +12 light Uses 1.0 Steam While equipped: dps ---------- Melee+ 15 lightning Melee Ret 2 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +5% arcane +6% nature Disease- +10% Cut- +20% Teleport- +20% ---------- 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! |
steel steamsaw 'Prismsorrow' (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +9 darkness Against +7% Living Uses 1.0 Steam When used to Attack: Melee+ +8 light While equipped: Stats +2 Cun +11 Dex dps ---------- Res.pen +15% light ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc 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! |
elm longbow of piercing4.0 T1 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +9% all Acc +12 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
Demonstalker4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +2 Dex +1 Mag +1 Cun dps ---------- Melee Ret 2 darkness On Hit (Ranged): * 20% chance to slow global speed by 50% ----- def ----- Resists +9% darkness Slings are used to hurl stones or metal shots at your foes. |
Rimeblack the rough leather sling4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +16 cold On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% cold Res.pen +10% temporal Acc +6 (+2 eff.) ----- def ----- Resists +3% temporal Slings are used to hurl stones or metal shots at your foes. |
enhanced rough leather sling of cold4.0 T1 sling 1H weapon [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 cold While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
enhanced iron steamgun4.0 T1 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str +4 Dex +5 Mag +4 Wil +3 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Adyssra the Darkbringer4.0 T2 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 fire On Hit: * 20% chance to reduce damage dealt by 20% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +6% temporal +15% darkness +11% fire ----- def ----- Defense +15 (+6 eff.) Pinning- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
focusing woollen robe of frost (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +9% all +22% cold ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Hodunadar' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +2 Con dps ---------- Crit.mult +25.00% Dmg.mod +8% temporal +10% physical Res.pen +6% temporal +8% physical ----- def ----- Resists +4% physical +9% all Anom.red +9 ---------- misc Hate/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of the mountain (+12%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +18% physical ----- def ----- Resists +13% darkness +18% physical +12% mind +11% all Phys.save +13 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +24 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +14 (+7 eff.) A suit of armour made of mail. |
prismatic steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% fire +12% light +11% darkness A suit of armour made of metal plates. |
insulating rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Elulema (6 def, 11 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% physical Apr +1 ----- def ----- Armour +11 Defense +6 (+3 eff.) Resists +2% physical +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
linen cloak 'Halolathahek' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +7 Cun dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Spell.save +3 (+1 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Korodrarek' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +1 Wil +2 Cun dps ---------- Res.pen +15% arcane ----- def ----- Defense +1 (+1 eff.) Resists +6% acid Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of fog (6 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+3 eff.) Resists +11% light +12% fire Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ulfifast' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +15 (+5 eff.) Dmg.mod +11% darkness +18% physical Res.pen +8% darkness Apr +1 ----- def ----- Defense +12 (+5 eff.) Resists +19% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galeire the pair of rough leather boots (0 def, 13 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Armour +13 Resists +6% cold Max.HP +60.00 Teleport- +10% ---------- misc Infravis +2 A pair of boots made of leather. |
Cracklestone the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Spell.pwr +4 (+2 eff.) Res.pen +25% lightning Apr +3 On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +3 Fatigue +2% Die.at -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tulurak (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con +4 Mag ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestfear (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +2.0% Melee+ 6 mind Dmg.mod +4% mind Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% mind +9% cold Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +4% arcane +3% temporal ----- def ----- Armour +2 Resists +6% temporal Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +6 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Woestrike the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Mag +4 Wil dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +2 A pointy cloth hat, very wizardly... |
linen wizard hat 'Blazecrypt' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +9% cold Res.pen +20% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +9% light ---------- misc Light +2 A pointy cloth hat, very wizardly... |
linen wizard hat 'Bloombore' (21 def, 2 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +12% nature ----- def ----- Armour +2 Defense +21 (+8 eff.) Max.HP +20.00 Heal.mod +5% ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
rough leather hat 'Ravenpain' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% fire Res.pen +25% darkness +10% fire Melee Ret 10 darkness ----- def ----- Armour +1 Fatigue +1% Resists +7% blight Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Lisaratira (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +6 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +2% physical A cap made of leather. |
Shimmerquench (0 def, 1 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +1 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +5% darkness Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Infravis +2 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
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. |
11 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. |
9 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. |
7 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. |
8 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. |
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 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
127 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. |
Turyrozor the Ravennail2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +2 Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Spell.save +6 (+3 eff.) Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 106% efficiency and 92% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 106% efficiency and 92% cooldown modifier. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rhyrechak the Deepsresolve (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid +3% darkness Res.pen +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% darkness Max.HP +22.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
yew totem of summon tentacle 'Oakviper' [power 235] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Dmg.mod +15% nature Res.pen +10% blight Melee Ret 6 light ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Mana/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 627 Base Damage: 259 Armor: 18 All Resist: 13 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
extending ash wand of lightning storm [power 206] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Dastardly Boner the Skeleton Gunslinger level 19
48th Dusk 122nd year of Ascendancy at 12:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By The Dastardly Boner the Skeleton Gunslinger level 21
76th Dusk 122nd year of Ascendancy at 19:59 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By The Dastardly Boner the Skeleton Gunslinger level 20
75th Dusk 122nd year of Ascendancy at 01:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Dastardly Boner the Skeleton Gunslinger level 10
12nd Dusk 122nd year of Ascendancy at 14:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Dastardly Boner the Skeleton Gunslinger level 20
74th Dusk 122nd year of Ascendancy at 18:58 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By The Dastardly Boner the Skeleton Gunslinger level 19
63rd Dusk 122nd year of Ascendancy at 16:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Dastardly Boner the Skeleton Gunslinger level 9
8th Dusk 122nd year of Ascendancy at 04:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Dastardly Boner the Skeleton Gunslinger level 9
9th Dusk 122nd year of Ascendancy at 22:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Dastardly Boner the Skeleton Gunslinger level 18
41st Dusk 122nd year of Ascendancy at 06:56 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By The Dastardly Boner the Skeleton Gunslinger level 21
76th Dusk 122nd year of Ascendancy at 22:33 see stats
Log
The Dastardly Boner's morale has been lowered.
Warg misses The Dastardly Boner.
Warg uses Hack'n'Back.
Warg misses The Dastardly Boner.
You collect a new ingredient: warg claw (1).
The Dastardly Boner's Awesome Toss hits Warg for 185 physical damage.
The Dastardly Boner's Awesome Toss killed Warg!
Glytha the cutpurse casts Boneyard.
Something performs a melee critical strike against The Dastardly Boner!
Something hits The Dastardly Boner for (74 absorbed), 0 mind, (5 absorbed), 0 acid (0 total damage).
Xivena the dredge's Lucid Shot hits The Dastardly Boner for (170 absorbed), 0 physical, (15 absorbed), 0 physical, (4 absorbed), 0 fire (0 total damage).
The Dastardly Boner somehow catches the falling steamguns.
The Dastardly Boner shoots!
Glytha the cutpurse casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around The Dastardly Boner crumbles.
Glytha the cutpurse hits The Dastardly Boner for (128 absorbed), 160 darkness (160 total damage).
The Dastardly Boner's tinker attains critical power!
The Dastardly Boner's Shoot hits Glytha the cutpurse for 77 physical, 7 lightning, 6 arcane, 3 mind, 8 cold, 8 nature, 12 blight, 4 cold, 43 acid (167 total damage).
The Dastardly Boner's Shoot hits Glytha the cutpurse for 77 physical, 6 arcane, 3 mind, 8 cold, 23 fire, 8 nature, 4 cold, 29 acid (157 total damage).
The Dastardly Boner shoots!
Glytha the cutpurse unleashes a blast of frostdusk as he crosses the veil!
Glytha the cutpurse casts Invoke Darkness.
Glytha the cutpurse's spell attains critical power!
Glytha the cutpurse hits The Dastardly Boner for 107 cold, 209 darkness, 510 darkness (826 total damage).
The Dastardly Boner the level 21 skeleton gunslinger was darkened to death by Glytha the cutpurse on level 4 of The Maze.






































































































