










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 | Paradox Mage |
| Level / Exp | 33 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Zubyrin the telugoroth at level 27 on the 28th Haze 122nd year of Ascendancy at 09:55 / 2Killed by orc high cryomancer at level 33 on the 54th Haze 122nd year of Ascendancy at 03:57 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 38 (base 19) |
| Constitution | 20 (base 12) |
| Magic | 82 (base 60) |
| Willpower | 29 (base 12) |
| Cunning | 75 (base 58) |
Resources
| Life | -71/622 |
| Paradox | 554 |
| Steam | 100/100 |
| Healing Factor | 1.078947368421 |
| Regeneration | 0.26973684210525 |
Speed
| Mental | +17.535797261981% |
| Attack | +17.535797261981% |
| Movement | -1.1102230246252E-13% |
| Spell | +17.535797261981% |
| Global | +135.07159452396% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 38 |
| Crit Chance | 34% |
| APR | 7 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 38% |
| Speed | 0.85080462573547 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 22% |
| Speed | 0.85080462573547 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +26% |
| Arcane | +26% |
| Cold | +32% |
| All | +20% |
| Darkness | +36% |
| Temporal | +85% |
| Physical | +55% |
| Mind | +32% |
| Fire | +44% |
| Lightning | +26% |
Offense: Damage Penetration
| Cold | +25% |
| Physical | +5% |
| Light | +20% |
| Temporal | +40% |
Defense: Base
| Armour (hardiness) | 39.805527909802 (35.629139072848%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 44 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 28%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 46%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 27%( 70%) |
| Lightning | + 55%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Knockback Resistance | 100% |
| Stun Resistance | 85% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 101 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Reality Smearing |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
| beneficial effect | The target's spellpower has been increased by 10. Spellsurge |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
| beneficial effect | Increases attack, spell, and mind speed by 18%. 1 Time Dilation |
| beneficial effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 114.51 physical and 114.51 temporal warp damage at both ends of the teleport. Spatial Tether |
| beneficial effect | Target is out of phase and may move through walls. Probability Travel |
| beneficial effect | The target is being grounded in the timeline and is healing 133.19 life per turn. Attenuate |
| beneficial effect | Increases global action speed by 35%. Haste |
| detrimental effect | Damage received in the past is returned as 26.26 paradox damage per turn. Reality Smearing |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
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 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 Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 failed to protect the worried loremaster from death by koa. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Shardskin. Escort: worried loremaster (level 4 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. | active |
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 ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within7 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 | pair of iron boots 'Chillshear' (0 def, 4 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +20% temporal ----- def ----- Armour +4 Fatigue +2% Resists +3% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+3 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 25 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zanulach the rough leather hat (0 def, 1 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +8 Cun +3 Con dps ---------- Spell.crit +2% S.pwr/crit +10 Dmg.mod +6% blight +6% arcane ----- def ----- Armour +1 Fatigue +1% Mind.save +12 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Vim/s.crit +2.00 A hat made of leather. Very stylish. |
| Tool | Airraptor the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +1 Mag +4 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% mind +1% physical Mind.save +3 (+1 eff.) ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Cracklemalice the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +16% darkness ----- def ----- Defense +15 (+4 eff.) Resists +32% darkness +18% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +2.00 Max.mana +40.00 Rings can have magical properties. |
| Around waist | Chedas the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +5 Cun +5 Lck dps ---------- Dmg.mod +12% mind +12% temporal ----- def ----- Resists +9% temporal Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
| In main hand | Branychik the ash starstaff (18-21.6 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +27.00% Phys.pwr +10 (+4 eff.) Spell.pwr +9 (+2 eff.) Dmg.mod +18% physical Res.pen +5% physical ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 92.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +140% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | silk robe 'Duvozilaleg' (15 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+5 eff.) Dmg.mod +13% acid +12% physical +21% fire +12% cold +12% all Acc +10 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +14% acid +14% physical +14% cold +16% fire +13% all Spell.save +24 (+8 eff.) Die.at -20.00 life ---------- misc Max.stam +20.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blazepunish (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +20% light +25% cold Acc +4 (+1 eff.) Apr +4 Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning Stun/Frz- +50% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Torydraldil'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +2 Wil +2 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 104% / cooldown 52%)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 104% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 126% / cooldown 69%)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 126% efficiency and cooldown mod of 69%. 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 wizard (efficiency 137% / 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 137% efficiency and cooldown mod of 71%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 154% / cooldown 67%)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 154% efficiency and cooldown mod of 67%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 17%; mental; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (266.00 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 (85% of a turn) Is a spell Description: Inflicts 492.10 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 (absorb 50; cd 15)0.1 rune scroll [Normal] 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 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 101; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 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 sneak (absorb 391; 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 create a protective shield absorbing at most 391 damage for 4 turns. 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 91; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 91 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. |
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. |
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. |
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: 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. |
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. |
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. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 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: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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. |
schematic: Mana 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: 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. |
6 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: 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: 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: Solid 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: 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. |
4 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. |
2 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. |
3 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. |
3 schematic: Unstoppable Force 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: 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. |
3 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. |
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: 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. |
protective gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Armour +5 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +12 (+6 eff.) ---------- misc Mana/turn +0.18 Max.mana +26.00 Amulets can have magical properties. |
warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Emelorarekira the Corruptionpierce0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +6% temporal +6% fire +3% nature +5% arcane Rings can have magical properties. |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +26.00 Disarm- +26% Pinning- +24% Knockbk- +31% Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +24% Rings can have magical properties. |
sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +19 (+6 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
chilling dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 22.5 - 29.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
Geta the Icenight (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: dps ---------- S.pwr/crit +4 ----- def ----- Defense +15 (+4 eff.) Resists +3% physical +15% cold +9% temporal Mind.save +12 (+4 eff.) ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
steel longsword 'Xiravena' (23.5-32.9 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: ----- def ----- Resists +9% acid +15% mind Die.at -80.00 life HP.reg +4.00 Poison- +20% Silence- +20% Sharp, long, and deadly. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
ash vilestaff 'Sleetdash' (19-22.8 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +6% cold +28% temporal Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +14 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +6 temporal Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff of channeling (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +24 (+6 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ---------- misc Mana/turn +0.29 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
stormbringer's stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +24 lightning +29 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Mov.spd +37% Res.pen +11% lightning +11% cold Acc +12 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe 'Furnacewar' (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight +12 mind On Hit.r1 +20 fire On Crit.r2 +20 mind On Hit: * 12% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% blight Res.pen +20% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +12% fire One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Snowparry the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +9% cold Melee Ret 4 arcane ----- def ----- Resists +3% cold Max.HP +33.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Velirilenne the Purekarma1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Apr +1 ----- def ----- Armour +2 Resists +3% fire Phys.save +12 (+6 eff.) Max.HP +33.00 A belt that goes around your waist. |
Torchbearer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% fire Acc +4 (+1 eff.) Apr +4 Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/ret +0.08 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +12.00% Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Mind.save +9 (+3 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Buhor the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Spell.pwr +22 (+6 eff.) Dmg.mod +21% mind +12% all Res.pen +10% physical ----- def ----- Resists +6% blight +6% cold +21% mind +15% all Spell.save +24 (+8 eff.) Die.at -40.00 life Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 61.59 to 76.98 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Gofast' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +6% lightning +10% physical +3% fire +7% all Blind- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of blight (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight +7% all Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +16% arcane +13% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Guwe' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Cun +8 Wil dps ---------- Dmg.mod +16% temporal ----- def ----- Resists +6% blight +16% temporal +9% all Crit.dmg- 15.00% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anolathahor the Skypeal (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arebeth the Dimoozer (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Light +2 A pair of boots made of leather. |
undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +21% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elaramina (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +4 Str +1 Mag +2 Con dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness +3% 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. |
Layylekira the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +1 Mag +2 Cun dps ---------- S.pwr/crit +4 Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +9% blight +4% temporal Acc +18 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +7% temporal Spell.save +6 (+2 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 8 acid Dmg.mod +10% acid Acc +11 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% darkness +7% acid ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Geturig the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +6% cold A pointy cloth hat, very wizardly... |
Huruidur (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold Crit.dmg- 15.00% ---------- misc Equi/ret +0.04 A cap made of leather. |
Phlegmblood (5 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% Melee Ret 2 nature ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +1% ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +13% blight +15% darkness ---------- misc Light +2 A suit of armour made of mail. |
reinforced stralite shield of acid resistance (+18%) (0 def, 14 armour, 192.5 block)7.0 T4 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +14 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
417 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. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern 'Manalar'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Resists +6% light +3% acid ---------- misc Light +3 Infravis +1 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +8 (+3 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
psychokinetic pouch of stralite shots of annihilation (20/20, 51.5-61.8 power, 11 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +11.5% Capacity 20 Proj.spd +200% Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Shots are used with slings to pummel your foes to death. |
Dazzlebender the iron torque of gale force [power 115] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% light +3% acid Crit.dmg- 15.00% Knockbk- +10% Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 178 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle 'Freezestone' [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +10% cold Apr +4 ----- def ----- Resists +5% arcane +3% fire Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 105 Armor: 3 All Resist: 2 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Cornac Paradox Mage level 7
5th Mirth 122nd year of Ascendancy at 23:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Cornac Paradox Mage level 33
53rd Haze 122nd year of Ascendancy at 10:31 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By koa the Cornac Paradox Mage level 29
30th Haze 122nd year of Ascendancy at 15:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Cornac Paradox Mage level 23
11st Haze 122nd year of Ascendancy at 18:20 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By koa the Cornac Paradox Mage level 24
13rd Haze 122nd year of Ascendancy at 09:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Cornac Paradox Mage level 10
2nd Flare 122nd year of Ascendancy at 00:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Cornac Paradox Mage level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Cornac Paradox Mage level 30
31st Haze 122nd year of Ascendancy at 20:27 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By koa the Cornac Paradox Mage level 14
39th Dusk 122nd year of Ascendancy at 16:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Cornac Paradox Mage level 30
41st Haze 122nd year of Ascendancy at 23:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Cornac Paradox Mage level 11
3rd Flare 122nd year of Ascendancy at 00:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Cornac Paradox Mage level 24
13rd Haze 122nd year of Ascendancy at 13:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Cornac Paradox Mage level 18
77th Dusk 122nd year of Ascendancy at 11:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By koa the Cornac Paradox Mage level 27
28th Haze 122nd year of Ascendancy at 09:55 see stats
Log
Koa's spell attains critical power!
Koa is surging arcane power.
Spacetime fights against your control!
Talent Dimensional Anchor is ready to use.
Koa retunes the fabric of spacetime.
Orc high cryomancer casts Ice Shards.
Koa is free from the ice.
Orc high cryomancer casts Freeze.
Your Contingency triggered Time Stop!
Koa resists!
Orc high cryomancer roars triumphantly.
Koa shrugs off the effect 'Wet'!
koa converts damage to paradox!
Orc high cryomancer hits koa for (52 dissipated), (63 converted), 148 cold (148 total damage).
Orc high cryomancer's Ice Shards hits koa for (52 dissipated), (58 converted), 136 cold (136 total damage).
koa the level 33 cornac paradox mage was chilled to death by an orc high cryomancer on level 4 of Dreadfell.
Koa deactivates Matter Weaving.
Koa is no longer surging arcane power.
Koa is no longer embeded in time.
Koa slows down.
Koa deactivates Phase Pulse.
Koa deactivates Contingency.
Koa stops spinning fate.
Koa deactivates Reality Smearing.
Koa stops weaving fate.
Koa is no longer being grounded.
Koa deactivates Energy Decomposition.
Koa is no longer tethered.


































































































































