

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 27 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid (servant of Pan) at level 23 on the 63rd Haze 122nd year of Ascendancy at 19:59 0 / 7Killed by Borfast the Broken at level 27 on the 70th Haze 122nd year of Ascendancy at 06:40 Killed by mecharachnid (servant of Pan) at level 27 on the 70th Haze 122nd year of Ascendancy at 07:51 Killed by Borfast the Broken at level 27 on the 70th Haze 122nd year of Ascendancy at 09:05 Killed by Isilranne the elven warrior at level 27 on the 71st Haze 122nd year of Ascendancy at 03:03 Killed by Cyrulralenor the elven cultist at level 27 on the 71st Haze 122nd year of Ascendancy at 06:14 Killed by Cyrulralenor the elven cultist at level 27 on the 71st Haze 122nd year of Ascendancy at 07:19 |
Primary Stats
| Strength | 28 (base 14) |
| Dexterity | 53 (base 39) |
| Constitution | 18 (base 10) |
| Magic | 47 (base 40) |
| Willpower | 23 (base 10) |
| Cunning | 46.4 (base 34) |
Resources
| Life | -325/516 |
| Steam | 53/118 |
| Healing Factor | 1.1811363549267 |
| Regeneration | 9.7443749281454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 59 |
| Crit Chance | 23% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| All | 0% |
| Physical | +21% |
| Acid | +3% |
| Nature | +5% |
Offense: Damage Penetration
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 46.522593642275 (62.32946707186%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 34 |
| Physical Save | 43 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Fire | + 16%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 11%( 70%) |
| Nature | + 46%( 70%) |
| Cold | + 43%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 40% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by minotaur. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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 |
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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beimakath the pair of hardened leather boots (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Spell.pwr +5 (+2 eff.) Mov.spd +25% Dmg.mod +6% physical Apr +4 ----- def ----- Armour +4 Resists +7% fire +8% cold Die.at -20.00 life A pair of boots made of leather. |
| Quiver | Bodor the Corruptionstreak (20/20, 36-43 power, 3 apr) 3.0 T3 shot ammo [Rare] Nature Power 36.0 - 43.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +11 lightning +8 nature On Hit.r1 +12 light +12 nature On Crit.r2 +6 lightning +12 nature +12 light While equipped: ---------- misc Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Yvita the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +6% mind Phys.save +7 (+2 eff.) HP.reg +4.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | heroic drakeskin leather gloves (0 def, 8 armour) 1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +8 Mind.save +11 (+5 eff.) Max.HP +52.00 Disarm- +80% ---------- misc Talents +3 Iron Grip 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. |
| Tool | woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +5 Str +9 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +6 Resists +5% physical Phys.save +13 (+4 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 | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+3 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 3 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 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | steady stralite steamgun of lightning 4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 lightning On Hit.r1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +14% lightning Acc +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Smoldersaw the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +5 Cun +7 Lck dps ---------- Dmg.mod +3% acid ----- def ----- Resists +9% fire Stealth +6 ---------- misc T.Disarm +6 Mana/turn +0.04 Vim/s.crit +2.00 Max.vim +30.00 Infravis +4 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Isluma (2 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +25% arcane ----- def ----- Defense +2 (+0 eff.) Resists +15% nature +15% cold Die.at -40.00 life ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic steel mail armour of stability (3 def, 7 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +12% Resists +6% physical +11% light +10% darkness Phys.save +13 (+4 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 96% / cooldown 81%)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 96% efficiency and cooldown mod of 81%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] 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 heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion (heal 60; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the psychic (absorb 147; dur 3; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
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: Headlamp0.1 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. |
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. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 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: 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. |
3 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. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
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. |
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. |
gold amulet 'Dayrot'0.1 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +11% Spell.pwr +13 (+4 eff.) Dmg.mod +5% acid +10% physical +10% darkness +13% light +8% temporal +6% cold +5% fire +5% lightning ----- def ----- Resists +12% light ---------- misc Light +1 Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +30% Rings make your fingers look great! |
rogue's steel ring of blight (+13%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +13% blight ----- def ----- Defense +6 (+2 eff.) Resists +13% blight Rings make your fingers look great! |
solipsist's stralite ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
Korelerain the Glowmaim (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 temporal While equipped: dps ---------- Dmg.mod +6% light +18% fire Res.pen +25% fire Melee Ret 4 light 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% temporal Massive two-handed swords. |
manaburning dwarven-steel greatsword of erosion (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Disrupt Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature On Hit: * 21 arcane resource burn Massive two-handed swords. |
quick stralite longsword of paradox (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 temporal While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +12 (+3 eff.) ----- def ----- Resists +15% temporal Sharp, long, and deadly. |
truestriking dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +11% physical Acc +12 (+3 eff.) Apr +8 Sharp, long, and deadly. |
truestriking dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +7 Blunt and deadly. |
Ce'Nodawe the Tundraguile (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +20 cold On Crit.r2 +8 blight +8 cold While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Spell.pwr +30 (+8 eff.) Mind.pwr +6 (+2 eff.) Phasing +20% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
reinforced leather sling4.0 T4 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 185.36 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (371). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
magelord's elven-wood magestaff of warding (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Spell.pwr +19 (+6 eff.) Melee+ 19 arcane Dmg.mod +25% lightning ----- def ----- Armour +5 Defense +6 (+2 eff.) ---------- misc Max.mana +40.00 Wards +2 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel waraxe (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 95 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +11% fire Res.pen +6% fire One-handed war axes. |
hardened leather belt of dampening1.0 T3 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +7% acid +6% fire +7% lightning +7% cold A belt that goes around your waist. |
Turohor (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% blight +21% physical +15% arcane ----- def ----- Resists +21% physical +12% nature +13% all Die.at -80.00 life Blind- +20% ---------- misc Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
Hathysazor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% acid +15% physical Apr +1 Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Mayetira (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) ---------- misc Max.psi +30.00 A hat made of leather. Very stylish. |
clarifying linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% nature Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather hat of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
stabilizing cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
fortifying stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +21% cold Max.HP +45.00 A suit of armour made of mail. |
scouring dwarven-steel shield of crushing (0 def, 6 armour, 36-43 power, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Disrupt/Master When used to Attack: Power 35.5 - 42.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Melee+ 10 acid 13 nature On Hit (Melee): * 8 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +7% nature ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
197 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 117.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
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. |
5 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Silerin the Scorchblight (18/18, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 18 Ranged+ +16 fire On Hit.r1 +8 mind On Crit.r2 +12 mind On Hit: * 10% chance to slow global speed by 57% * 10% chance to reduce all saves and defense by 29 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (17/17, 14-17 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
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. |
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. |
7 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Pan the Cornac Annihilator level 23
63rd Haze 122nd year of Ascendancy at 06:46 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Pan the Cornac Annihilator level 11
9th Mirth 122nd year of Ascendancy at 14:50 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Pan the Cornac Annihilator level 22
55th Haze 122nd year of Ascendancy at 18:30 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Pan the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 03:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Pan the Cornac Annihilator level 20
41st Haze 122nd year of Ascendancy at 23:50 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Pan the Cornac Annihilator level 19
15th Haze 122nd year of Ascendancy at 08:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Pan the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 10:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Pan the Cornac Annihilator level 17
35th Dusk 122nd year of Ascendancy at 06:32 see stats
Log
Cyrulralenor the elven cultist's Shock hits Pan for (104 exoskeleton), 125 lightning (125 total damage).
Pan is dazed!
You cannot currently leave the level.
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Pan is not dazed anymore.
Pan is on fire!
Something hits Pan for (0 exoskeleton), 157 fire (157 total damage).
Hurricane from Cyrulralenor the elven cultist hits Pan for (0 exoskeleton), 128 lightning (128 total damage).
Burning from Cyrulralenor the elven cultist hits Pan for (0 exoskeleton), 52 fire (52 total damage).
Pan's Rocket Pod misses something.
Pan receives 202 healing.
Pan receives 89 healing from Smoldersaw the rough leather belt .
Hurricane from Cyrulralenor the elven cultist hits Pan for (0 exoskeleton), 163 lightning (163 total damage).
Burning from Cyrulralenor the elven cultist hits Pan for (20 exoskeleton), 32 fire (32 total damage).
Pan's Rocket Pod hits Something for 31 fire, 21 fire, 9 lightning, 3 nature, (5 ignored), 0 nature, 5 light (68 total damage).
You have no medical injector available.
Pan uses Medic Turret.
Cyrulralenor the elven cultist's Ice Shards hits Medic turret for 308 cold damage.
Medic turret resists!
Pan hits Something for (134 ignored), 0 physical (0 total damage).
Burning from Cyrulralenor the elven cultist hits Pan for (1 exoskeleton), 51 fire (51 total damage).
Hurricane from Cyrulralenor the elven cultist hits Pan for (0 exoskeleton), 171 lightning (171 total damage).
Something hits Pan for (120 exoskeleton), 120 lightning (120 total damage).
Something hits Medic turret for 240 lightning damage.
Pan the level 27 cornac annihilator was shocked to death by Cyrulralenor the elven cultist on level 1 of Dark crypt.
Pan is dazed!























































































































