











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.7Official 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 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 28 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Salille the worm that walks at level 28 on the 5th Regrowth 123rd year of Ascendancy at 10:04 / 1 |
Primary Stats
| Strength | 38 (base 56) |
| Dexterity | 1 (base 10) |
| Constitution | 2 (base 10) |
| Magic | 78 (base 60) |
| Willpower | 27 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Steam | 100/100 |
| Life | 0/536 |
| Positive | 4/101 |
| Stamina | 218/234 |
| Paradox | 360 |
| Healing Factor | 0.38023255813954 |
| Regeneration | 0.095058139534884 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 41 |
| Crit Chance | 17% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +31% |
| Temporal | +61% |
| Blight | +9% |
| Physical | +10% |
| Darkness | +8% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +37% |
| Darkness | +17% |
| Light | +37% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 35.118138619369 (56.923076923077%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 35 |
| Physical Save | 20 |
| Spell Save | 29 |
| Mental Save | 0 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 36%( 70%) |
| All | + 4%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 52%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 80% |
| Knockback Resistance | 15% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Magic 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 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 657% 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 Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Shield of Light |
| beneficial effect | Improves/gives invisibility (power 22), reducing damage dealt by 0%. Invisibility |
| beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
| detrimental effect | The target is infected by a disease, doing 46.57 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 25. Illness |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 28. Exposed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. 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 pouch of faeros ash. * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
| On feet | Isyra the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% light +3% cold Phys.save +15 (+8 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +22% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +8 See.Stealth +6 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+12 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| 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 Disarm- +80% ---------- misc N.En/turn +0.20 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Tool | Iveta the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +4 Cun ----- def ----- Defense +10 (+0 eff.) Resists +6% temporal Max.HP +20.00 ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 15 On Hit (Ranged): * 12% chance to reduce all saves and defense by 15 ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +10.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 186.23 You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet 'Starwinter'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight +18% temporal +6% light Res.pen +10% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +13% lightning Stun/Frz- +27% Amulets can have magical properties. |
| In main hand | Fogqueller (48-67.2 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 cold On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Res.pen +7% all Acc +14 (+5 eff.) Apr +15 Melee Ret 2 mind 4 darkness ----- def ----- Resists +6% darkness +6% mind Blunt and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Harador (0 def, 10 armour, 62.5-75 power, 195 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Random Unique] Nature/Master/Psionic When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +195 Melee+ +23 physical On Hit.r1 +16 fire While equipped: Stats +2 Con +5 Wil dps ---------- Melee+ 7 fire Melee Ret 11 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +23% lightning +14% physical Shield.near.proj +49 Proj.slow +29% ---------- misc Light +1 See.Invis +12 Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of sorcery (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite mail armour 'Radianceglory' (4 def, 12 armour)14.0 T4 heavy armor [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Con dps ---------- Dmg.mod +3% light Res.pen +20% light ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +22% Resists +23% lightning -10% light +11% acid +10% cold +10% fire +5% arcane +10% darkness Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+8 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 113% / cooldown 51%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 129% / cooldown 71%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 71%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 138% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 83%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 105% / cooldown 79%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 95% / cooldown 95%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 95%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 116% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 540%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 540% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 415.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 70; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 204; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 204 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 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: Corrosive 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: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 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: 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: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 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: Shocking Touch0.1 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: Silver Filigree0.1 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: 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. |
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. |
schematic: Toxic Cannister Launcher0.1 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. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Cleansequake'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +5 Cun +4 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Mov.spd +10% Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Fatigue -5% Mind.save +15 (+15 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
grounding gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +11% lightning Stun/Frz- +34% ---------- misc Mana/turn +0.20 Max.mana +25.00 Amulets can have magical properties. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
starseer's copper amulet of mastery (0.12 Celestial / Crusader)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical ---------- misc Masteries +0.12 Celestial/Crusader Amulets can have magical properties. |
rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+0 eff.) Resists +20% nature Rings can have magical properties. |
dwarven-steel greatsword of projection (32.5-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
Harusagar (36.5-51.1 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Mind.crit +6% ----- def ----- Crit.dmg- 15.00% ---------- misc Psi/ret +0.12 See.Invis +6 Blunt and deadly. |
voratun mace 'Chargewell' (55-77 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +5 Mag +2 Cun ----- def ----- Resists +12% lightning Blunt and deadly. |
Tidebrand4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 blight +4 temporal +16 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +12% cold +3% temporal Res.pen +5% blight Melee Ret 2 blight ----- def ----- Resists +9% temporal Slings are used to hurl stones or metal shots at your foes. |
Goreslice the dwarven-steel waraxe (29.5-41.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 nature While equipped: Stats +7 Str +8 Dex +8 Mag +18 Wil +8 Cun +16 Con dps ---------- Spell.crit +2% Dmg.mod +6% arcane +6% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Spell.save +3 (+2 eff.) Max.HP +52.00 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe of massacre (21.5-30.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Velosewe1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +9% Crit.mult +20.00% Res.pen +20% mind ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 A belt that goes around your waist. |
Zerylar the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +1 Mag dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% mind Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Cut- +10% A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +6 Cun +6 Lck dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
noble's rough leather belt of carrying1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Fatigue -5% D.Red.from +18% Summoned ---------- misc Max.enc +24 A belt that goes around your waist. |
Deepsrace (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +7 (+0 eff.) Resists +9% lightning +6% temporal +5% arcane Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
timebroken elven-silk robe of light (+33%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +12% temporal +6% arcane +22% light ----- def ----- Resists +33% light +15% all ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+7 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of void walking (0 def, 3 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +11% darkness +11% temporal ----- def ----- Armour +3 Resists +12% darkness +13% temporal Def/telep +11 Res/telep +10% Dur/telep +12% ---------- misc Infravis +2 A pair of boots made of leather. |
radiant hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 light Dmg.mod +6% light Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Oozepython' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Resists +12% acid +3% temporal +9% nature Spell.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Mind.crit +10% Crit.mult +12.00% Melee+ 20 darkness Dmg.mod +6% darkness ----- def ----- Armour +3 Resists +8% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aruvena (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Phys.crit +2.0% Phys.pwr +20 (+6 eff.) ----- def ----- Armour +5 Fatigue +3% Phys.save +9 (+5 eff.) A cap made of leather. |
Shocksorrow the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% lightning +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetvagrant the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% blight +20% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +7% fire +12% cold A cap made of leather. |
Sleetwarden the iron helm (10 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% cold Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+0 eff.) Fatigue +5% Resists +6% lightning +6% temporal +3% cold ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Snowknight the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +4 (+2 eff.) S.pwr/crit +2 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% Resists +9% cold ---------- misc Mana/s.crit +1.00 Max.mana +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 217.5 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat 'Flashlace' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +18% lightning +15% arcane +3% mind Apr +5 On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +2 (+0 eff.) ---------- misc Stam/turn +3.00 Max.mana +19.00 A pointy cloth hat, very wizardly... |
grounding linen wizard hat of frost (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +15% cold +6% temporal A pointy cloth hat, very wizardly... |
grounding linen wizard hat of nature (+7%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +7% lightning +6% temporal +16% nature A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
hardened leather cap 'Blindrigor' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +15% darkness Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue +3% Resists +21% fire Phys.save +9 (+5 eff.) Mind.save +8 (+8 eff.) 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 cap made of leather. |
insulating linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +5% cold +6% fire A pointy cloth hat, very wizardly... |
iron helm 'Shinemalice' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +6% light ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% blight Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Poratha the Bileradiance (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +6% nature +6% darkness Res.pen +15% darkness +15% nature Melee Ret 2 darkness ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +7% Resists +6% lightning +20% cold +18% nature A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+0 eff.) Fatigue +7% Resists +8% acid +8% cold HP.reg +3.20 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of leather. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+0 eff.) Rng.Def +15 (+15 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
wrathful steel shield of the stars (0 def, 4 armour, 14.5-17.4 power, 38.5 block)7.0 T2 shield armor [Ego++] Arcane When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 Melee+ +11 light +10 darkness On Crit.r2 +14 light +10 fire While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +10% light +10% darkness On shield block: * Deals 119 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +6% fire +17% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
high-capacity quiver of yew arrows of accuracy (43/43, 32-44.8 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +14 Apr +10 Crit +2.0% Capacity 43 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
11 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. |
126 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. |
7 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gymira the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Cun ----- def ----- Defense +15 (+0 eff.) Fatigue -5% Resists +5% arcane Max.HP +20.00 ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 133.09 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
10 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. |
6 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Laon the Shalore Sun Paladin level 8
5th Flare 122nd year of Ascendancy at 01:16 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Laon the Shalore Sun Paladin level 23
57th Haze 122nd year of Ascendancy at 11:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Laon the Shalore Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 03:54 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Laon the Shalore Sun Paladin level 27
9th Allure 123rd year of Ascendancy at 03:38 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Laon the Shalore Sun Paladin level 27
3rd Regrowth 123rd year of Ascendancy at 22:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Laon the Shalore Sun Paladin level 10
5th Dusk 122nd year of Ascendancy at 18:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Laon the Shalore Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 00:14 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Laon the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 00:14 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Laon the Shalore Sun Paladin level 14
31st Dusk 122nd year of Ascendancy at 09:27 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Laon the Shalore Sun Paladin level 21
20th Haze 122nd year of Ascendancy at 12:17 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Laon the Shalore Sun Paladin level 11
7th Dusk 122nd year of Ascendancy at 10:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Laon the Shalore Sun Paladin level 16
56th Dusk 122nd year of Ascendancy at 10:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Laon the Shalore Sun Paladin level 18
64th Dusk 122nd year of Ascendancy at 06:48 see stats
Log
Laon hits Carrion worm mass for 12 temporal, 10 light, 23 temporal, 22 fire (67 total damage).
Laon killed Ivewen the wolf!
Laon vanishes from sight.
Laon deactivates Secrets of the Eternals.
Glelrata the Guardian's Netherblast hits Laon for 60 temporal, 109 darkness (169 total damage).
Shield of Light hits Laon for 5 healing, 5 healing (0 total damage) [10 healing].
Carrion worm mass briefly catches sight of you!
Salille the worm that walks casts Drain.
The diseases of Salille the worm that walks spread!
The diseases of Salille the worm that walks spread!
Laon has temporarily forgotten Shield Pummel for 3 turns!
Salille the worm that walks damages himself through Martyrdom!
Salille the worm that walks HEALS from blight damage!
Salille the worm that walks hits Laon for 169 blight, 25 blight, 4 blight, 7 arcane, 5 fire, 38 light, 18 blight, 6 darkness (273 total damage).
Shield of Light hits Laon for 16 light, 18 cold, 10 fire, 70 light (114 total damage).
Shield of Light hits Salille the worm that walks for 16 healing, 16 healing (0 total damage) [33 healing].
Shield of Light hits Laon for 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [61 healing].
Carrion worm mass's wormblight area effect hits Salille the worm that walks for 1 blight, 2 healing (1 total damage) [2 healing].
Salille the worm that walks receives 8 healing from Ruin.
Melee retaliation hits Salille the worm that walks for 3 temporal, 2 darkness, 8 temporal, 7 fire, 1 temporal, 1 mind, 3 temporal, 2 darkness, 8 temporal, 7 fire, 1 temporal, 0 mind (43 total damage).
Laon hits Salille the worm that walks for 20 temporal, 5 blight, 8 healing, 3 temporal, 1 blight, 1 healing, 0 temporal, 0 blight, 1 temporal, 0 arcane, 1 temporal, 1 fire, 4 temporal, 4 light, 2 temporal, 1 blight, 1 temporal, 0 darkness, 2 temporal, 2 light, 2 temporal, 1 cold, 1 temporal, 1 fire, 8 temporal, 7 light (67 total damage) [9 healing].
Laon the level 28 shalore sun paladin was radiated to death by Salille the worm that walks on level 1 of Ruined Dungeon.
Laon is no longer invisible.
Laon is no longer embeded in time.
Laon is less vulnerable.
Laon deactivates Weapon of Light.
Laon deactivates Weapon of Wrath.
Laon is free from the illness.
Laon is free from the epidemic.
Laon deactivates Shield of Light.



























































































































