









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. 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:
Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 38 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Veluwen the cave troll at level 38 on the 5th Regrowth 123rd year of Ascendancy at 11:18 / 1 |
Primary Stats
| Strength | 81 (base 60) |
| Dexterity | 109 (base 60) |
| Constitution | 38 (base 13) |
| Magic | 31 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 63 (base 33) |
Resources
| Life | -158/1125 |
| Stamina | 174/261 |
| Steam | 100/100 |
| Healing Factor | 1.2019230769231 |
| Regeneration | 59.962046152417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +62.949959215519% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 5 |
| See Stealth | 54.141571790036 |
| See Invisible | 50.141571790036 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 85 |
| Crit Chance | 86% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +61% |
| Acid | +6% |
| Light | +20% |
| Temporal | +15% |
| Blight | +15% |
| Arcane | +4% |
| Nature | +16% |
| All | 0% |
Offense: Damage Penetration
| Blight | +40% |
| Physical | +60% |
| Temporal | +56% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 13 (70.376569037657%) |
| Defense | 97 |
| Ranged Defense | 97 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 19 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 50%( 70%) |
| Darkness | + 32%( 70%) |
| Blight | + 55%( 70%) |
| Physical | + 70%( 70%) |
| Mind | + 37%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 25% |
| Stun Resistance | 100% |
| Confusion Resistance | 76% |
| Pinning Resistance | 56% |
| Disarm Resistance | 100% |
| Poison Resistance | 35% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 105 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 69 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| detrimental effect | The target is encased in thorny vines, dealing 61 nature damage each turn and reducing its speed by 29%. Thorn Grab |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.84, and stamina regeneration by 1.17. Bloodbath |
| beneficial effect | Increases defense by 28. Mobile Defense |
| beneficial effect | Reduces physical damage received by 40% and provides a 24% chance to ignore critical hits. Juggernaut |
| beneficial effect | Increases critical hit chance by 31%. Berserker Rage |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+13). Continuum Destabilization |
| detrimental effect | The target is poisoned, taking 96.02 nature damage per turn. Poison |
| beneficial effect | The target has 41 increased life regeneration. Recovery |
| detrimental effect | The target is on fire, taking 92.48 fire damage per turn. Burning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by koa. Escort: worried loremaster (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit has completed an elixir of serendipity without your aid. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +28% Stun/Frz- +21% A pair of boots made of leather. |
| Light source | Alodoblek the alchemist's lamp 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Dmg.mod +6% acid +20% light +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +3% blight Blind- +32% Confus- +15% ---------- misc Light +17 See.Stealth +17 See.Invis +13 Track: Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Adyssra the Ebonymarrow (5 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +7 Dex +10 Cun dps ---------- Crit.mult +20.00% Dmg.mod +15% physical ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +18% blight +2% physical +6% darkness Mind.save +15 (+5 eff.) Silence- +0% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 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 725.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| Tool | Glitha the elm totem of summon tentacle [power 100] (23 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+3 eff.) ---------- misc Max.stam +20.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 229 Base Damage: 113 Armor: 0 All Resist: 6 Puts all charms on 23 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hathutoneg0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Wil +7 Con dps ---------- Phys.crit +2.0% Phys.pwr +7 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +6 Die.at -20.00 life Rings can have magical properties. |
| On fingers | voratun ring 'Armotir'0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +3 Mag +1 Wil +4 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Fatigue -7% Resists +16% blight Crit.dmg- 5.00% HP.reg +3.00 Stun/Frz- +33% ---------- misc Max.enc +33 Infravis +1 Rings can have magical properties. It was hardened by the digestive sack. |
| Around waist | hardened leather belt of recklessness 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% A belt that goes around your waist. |
| In main hand | truestriking voratun greatsword (62-99.2 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 36 damage and reducing their armor While equipped: dps ---------- Res.pen +14% physical Acc +19 (+4 eff.) Apr +14 Massive two-handed swords. |
| On hands | iron gauntlets 'Xanoda' (25 def, 1 armour) 1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +10 (+2 eff.) Dmg.mod +4% arcane Res.pen +20% temporal Apr +1 ----- def ----- Armour +1 Defense +25 (+4 eff.) Fatigue +1% Disarm- +100% ---------- misc Stam/turn +1.00 Max.stam +10.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chustir the silk robe (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +6 Dex +15 Mag +8 Wil +9 Cun +16 Con dps ---------- Dmg.mod +15% temporal +16% nature +46% physical Res.pen +15% blight +11% temporal +11% physical ----- def ----- Resists +26% physical +13% all Anom.red +12 Poison- +35% Disease- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Olilar' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +1.0% Phys.pwr +17 (+3 eff.) Res.pen +10% physical Apr +1 ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +30% lightning Stun/Frz- +50% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% mind Confus- +23% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 102% / cooldown 59%)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 102% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 105% / cooldown 71%)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 105% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 916%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 916% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, cold, mind, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 temporal, 4 cold, 4 mind, 4 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 18; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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 duelist (absorb 150; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 150 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 110; cd 12)0.1 rune scroll [Ego] Arcane 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 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 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 248; dur 6; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 0; blocks 6; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. 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. |
teleportation rune of the duelist (range 135; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
7 schematic: Acid Groove0.1 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. |
6 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. |
2 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. |
2 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. |
3 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. |
2 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. |
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: Crystal Plating0.1 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: Deflection Field0.1 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: 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: Fatal Attractor0.1 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: Fiery 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. |
3 schematic: Fireproof 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: 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. |
5 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 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: Hand Cannon0.1 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. |
3 schematic: Healing 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. |
6 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. |
3 schematic: Kinetic Stabiliser0.1 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: Lightning Coil0.1 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. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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: Moss Tread0.1 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: Pain Suppressor 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: Poison Groove0.1 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: Power Distributor0.1 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. |
5 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. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
6 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: Second Skin0.1 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: Shocking 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: 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. |
schematic: Spike Attachment0.1 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: Steamsaw0.1 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. |
3 schematic: Thunder Grenade0.1 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: 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: 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: Viral Injector0.1 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. |
5 schematic: Viral Needlegun0.1 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: 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. |
4 schematic: Water 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. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 33 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (125). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding steel amulet of mastery (0.12 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% ---------- misc Masteries +0.12 Technique/Combat training Amulets can have magical properties. |
insulating steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
copper ring 'Nimbusrock'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil +1 Con dps ---------- Res.pen +15% mind ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Light +1 See.Invis +6 Rings can have magical properties. |
marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
Drake's Bane (45-67.5 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
truestriking voratun battleaxe of crippling (55.5-83.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Master Power 55.5 - 83.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +14% physical Acc +19 (+4 eff.) Apr +13 Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 87.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
iron dagger 'Brightqueller' (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Crit.r2 +4 light On Hit: * 10% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +2 Wil dps ---------- Res.pen +5% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 47% ---------- misc Hate/m.crit +3.00 Sharp, short and deadly. |
quick dwarven-steel dagger of shearing (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Res.pen +8% all Acc +21 (+5 eff.) Apr +8 Sharp, short and deadly. |
Cureblow the dwarven-steel greatsword (51.5-82.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +20 nature While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +12% lightning +12% light Spell.save +6 (+3 eff.) Heal.mod +20% Silence- +20% Massive two-handed swords. |
Getoregorin (50-80 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +6 Con dps ---------- Phys.pwr +12 (+2 eff.) Res.pen +14% all +12% physical Acc +16 (+4 eff.) Apr +12 On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +6% light +3% cold Disarm- +25% ---------- misc Infravis +2 Massive two-handed swords. |
acidic dwarven-steel greatsword of massacre (52-83.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 52.0 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. |
caustic stralite greatsword of massacre (64-102.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +13 acid +20 nature While equipped: dps ---------- Res.pen +26% acid +20% nature Apr +13 Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of crippling (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 3 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% ----- def ----- Disease- +29% Massive two-handed swords. |
truestriking stralite greatsword of rage (48-76.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Dmg.mod +13% physical Res.pen +13% physical Acc +33 (+7 eff.) Apr +13 Massive two-handed swords. |
Thaloren-Tree Longbow4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Acc+ +0.3% crit chance (max 25%) Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Nedunadar1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Apr +1 ----- def ----- Defense +5 (+1 eff.) Resists +5% fire +6% cold ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Pyrecast the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Cun +12 Dex dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +12% fire ----- def ----- Crit.dmg- 15.00% Mind.save +10 (+3 eff.) ---------- misc Light +3 Infravis +3 A belt that goes around your waist. |
Noonfurnace (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% light +3% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +0% lightning +3% light +3% nature Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowquell the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Str +6 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +7 (+1 eff.) Resists +6% light +0% lightning Phys.save +6 (+3 eff.) Stun/Frz- +0% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amutar the Hailthorn (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +18 (+9 eff.) Dmg.mod +11% physical +6% darkness +3% cold +8% light +5% all ----- def ----- Resists +15% cold +11% physical +6% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintwilder (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +9 Wil dps ---------- Dmg.mod +14% blight +6% light Melee Ret 4 light ----- def ----- Resists +14% blight +5% arcane +9% all ---------- misc Mana/turn +0.23 Psi/turn +0.28 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of fire (+27%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Dmg.mod +18% fire ----- def ----- Resists +13% all +27% fire ---------- misc Mana/turn +0.26 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of the mountain (+7%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +0 Dex +5 Mag +6 Wil +0 Cun +0 Con dps ---------- Dmg.mod +11% lightning +23% physical +11% cold ----- def ----- Resists +7% lightning +10% cold +18% physical +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +14.00% ----- def ----- Resists +9% blight +13% all Max.HP +65.00 HP.reg +2.70 Heal.mod +16% ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% blight +13% all Max.HP +58.00 HP.reg +1.50 Heal.mod +16% Poison- +34% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blasttaint (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Dmg.mod +15% lightning +15% physical Res.pen +25% temporal ----- def ----- Armour +3 Resists +11% fire +10% cold Die.at -60.00 life A pair of boots made of leather. |
Dazzlehash the pair of iron boots (5 def, 4 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Res.pen +5% acid ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +2% Resists +3% light ---------- misc Light +1 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Umbrapulverizer the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% darkness +15% mind Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Resists +6% darkness Rush: Puts all charms on 23 cooldown Level 3.9 Pwr.cost 23 out of 25/25. Range 9 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. |
Xaneratha the Nightpassion (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +1% Crit.mult +15.00% Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +9% fire Silence- +10% Disarm- +0% ---------- misc Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Unlightstun (0 def, 9 armour)3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +2.0% Mind.pwr +4 (+2 eff.) Dmg.mod +12% physical On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +9 Fatigue +4% Phys.save +3 (+2 eff.) Mind.save +0 (+0 eff.) ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of constitution (0) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +0 Cun +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +6% temporal Mind.save +0 (+0 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Blindlash (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% darkness Res.pen +5% fire Melee Ret 8 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% lightning +6% arcane +3% darkness Spell.save +10 (+5 eff.) Mind.save +13 (+4 eff.) A suit of armour made of mail. |
multi-hued drakeskin leather armour of the wind (33 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Mind.pwr +9 (+5 eff.) Apr +12 ----- def ----- Armour +8 Defense +33 (+6 eff.) Fatigue +8% Resists +10% acid +17% physical +13% cold +5% lightning +12% fire ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 32 cooldown Level 3.9 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 136 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
stralite plate armour 'Vorariara' (0 def, 30 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Res.pen +5% arcane +25% temporal Melee Ret 2 arcane ----- def ----- Armour +30 Fatigue +22% Resists +10% acid +10% physical +14% darkness +10% cold +3% temporal ---------- misc Light +2 Breathe water Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
barbed quiver of elven-wood arrows of daylight (19/21, 59.5-83.3 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 59.5 - 83.3 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 21 Ranged+ +21 light Against +18% Undead On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 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. |
721 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
5 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 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Nindil the Singeknave2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% blight +3% fire ----- def ----- Defense +10 (+2 eff.) Resists +1% physical +6% cold +6% fire +6% temporal Def/telep +11 Res/telep +10% Dur/telep +12% ---------- 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. |
Saluritira the alchemist's lamp0.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.pwr +10 (+5 eff.) Dmg.mod +10% mind Acc +25 (+5 eff.) ----- def ----- Armour +2 Blind- +28% Confus- +21% ---------- misc Light +11 See.Stealth +5 See.Invis +8 Track: Puts all charms on 36 cooldown Level 5.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Scattermind (19/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By koa the Cornac Berserker level 37
9th Decay 122nd year of Ascendancy at 09:28 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By koa the Cornac Berserker level 37
6th Decay 122nd year of Ascendancy at 17:38 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By koa the Cornac Berserker level 25
49th Haze 122nd year of Ascendancy at 10:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Cornac Berserker level 8
5th Flare 122nd year of Ascendancy at 01:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Cornac Berserker level 33
78th Haze 122nd year of Ascendancy at 21:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Cornac Berserker level 23
23rd Haze 122nd year of Ascendancy at 03:58 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By koa the Cornac Berserker level 38
6th Allure 123rd year of Ascendancy at 06:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Cornac Berserker level 10
2nd Dusk 122nd year of Ascendancy at 18:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Cornac Berserker level 20
15th Haze 122nd year of Ascendancy at 02:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Cornac Berserker level 30
63rd Haze 122nd year of Ascendancy at 17:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By koa the Cornac Berserker level 18
4th Haze 122nd year of Ascendancy at 06:47 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By koa the Cornac Berserker level 26
51st Haze 122nd year of Ascendancy at 13:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Cornac Berserker level 16
34th Dusk 122nd year of Ascendancy at 16:33 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By koa the Cornac Berserker level 27
59th Haze 122nd year of Ascendancy at 20:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Cornac Berserker level 13
15th Dusk 122nd year of Ascendancy at 08:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By koa the Cornac Berserker level 18
50th Dusk 122nd year of Ascendancy at 19:41 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By koa the Cornac Berserker level 26
50th Haze 122nd year of Ascendancy at 14:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Cornac Berserker level 23
23rd Haze 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Cornac Berserker level 17
43rd Dusk 122nd year of Ascendancy at 17:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By koa the Cornac Berserker level 36
6th Decay 122nd year of Ascendancy at 05:43 see stats
Log
Yvada the orc warrior's morale has been lowered.
Veluwen the cave troll's morale has been lowered.
Koa uses Fearless Cleave.
Koa's tinker attains critical power!
Yvada the orc warrior is corroded.
koa hits Yvada the orc warrior for 378 physical, 62 acid (440 total damage).
Melee retaliation hits koa for 2 arcane damage.
Eilinorama the orc archer uses Acidbeam.
Eilinorama the orc archer hits koa for 255 acid damage.
Burning from Yvada the orc warrior hits koa for 53 fire damage.
Thorn Grab from Eilinorama the orc archer hits koa for 39 nature damage.
Poison from Eilinorama the orc archer hits koa for 62 nature damage.
Orc archer uses Orcish Fury.
Orc archer enters a state of bloodlust.
Yvada the orc warrior uses Pride of the Orcs.
Yvada the orc warrior has shook off the effects of their corrosion.
Veluwen the cave troll casts Freeze.
Yvada the orc warrior receives 227 healing from Pride of the Orcs.
Veluwen the cave troll hits koa for 219 cold damage.
koa the level 38 cornac berserker was chilled to death by Veluwen the cave troll on level 1 of Lost Dwarven Kingdom of Reknor.
Koa stops burning.
Koa deactivates Berserker Rage.
koa's rage subsides!
Koa has finished recovering.
Koa deactivates Daunting Presence.
Koa speeds up.
Koa's skin returns to normal.
Koa stops being poisoned.
Koa no longer revels in blood quite so much.


























































































































