











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official 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 Roguelike |
Sex | Female |
Race | Krog |
Class | Wyrmic |
Level / Exp | 32 / 70% |
Size | big |
Lifes / Deaths | Killed by Emeloba the corrupted mastocytic feeder at level 32 on the 3rd Allure 123rd year of Ascendancy at 14:15 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 40 (base 22) |
Magic | 14 (base 10) |
Willpower | 98 (base 56) |
Cunning | 41 (base 10) |
Resources
Life | -62/1244 |
Steam | 100/100 |
Equilibrium | 52 |
Psi | 188/188 |
Healing Factor | 1.4622297605396 |
Regeneration | 21.601605886837 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +42.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 164 |
Accuracy | 51 |
Crit Chance | 41% |
APR | 42 |
Speed | 0.89 |
Offense: Offhand
Damage | 82 |
Accuracy | 51 |
Crit Chance | 41% |
APR | 42 |
Speed | 0.89 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 31% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Arcane | +12% |
Cold | +35% |
All | 0% |
Darkness | +20% |
Light | +10% |
Physical | +26% |
Lightning | +20% |
Fire | +20% |
Nature | +58% |
Offense: Damage Penetration
Acid | +48% |
Blight | +38% |
Physical | +58% |
Cold | +38% |
All | +8% |
Lightning | +38% |
Darkness | +38% |
Fire | +38% |
Nature | +78% |
Defense: Base
Armour (hardiness) | 52.317011280365 (92.903125182002%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 19 |
Physical Save | 46 |
Spell Save | 33 |
Mental Save | 39 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 13%( 70%) |
Physical | + 23%( 70%) |
Cold | + 57%( 70%) |
All | + 10%( 70%) |
Lightning | + 14%( 70%) |
Light | + 37%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 13%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Confusion Resistance | 66% |
Teleport Resistance | 100% |
Blind Resistance | 15% |
Disarm Resistance | 80% |
Bleed Resistance | 20% |
Stun Resistance | 78% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by orc master wyrmic. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | 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 Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +20% nature Acc +6 (+2 eff.) Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 67% On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +9 (+4 eff.) Fatigue +4% Resists +12% cold ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 106 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +8 Str +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Apr +3 ----- def ----- Armour +4 Mind.save +10 (+3 eff.) Confus- +36% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% arcane Res.pen +20% physical Apr +6 Melee Ret 6 physical On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- HP.reg +5.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +17% mind Confus- +30% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +17 Crit +14.5% Atk.spd 100% While equipped: Stats +4 Str +7 Dex +6 Mag +5 Wil +7 Cun +6 Con dps ---------- Res.pen +8% all Acc +13 (+5 eff.) Apr +9 Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +27% Summoned ----- def ----- D.Red.from +20% Summoned HP.reg +1.20 Heal.mod +14% A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +17 Crit +14.5% Atk.spd 100% On Crit.r2 +8 acid +28 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +10% acid +5% nature Apr +7 Blunt and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +19 Hardiness +20% Defense +34 (+12 eff.) Fatigue +8% Phys.save +10 (+3 eff.) Max.HP +60.00 Cut- +20% Teleport- +20% A suit of armour made of mail. |
Inventory
![]() 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 121% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 170 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 171.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag +4 Con ----- def ----- Resists +5% arcane +10% temporal Max.HP +80.00 Pinning- +24% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.29 Wild-gift/Storm drake aspect +0.29 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.26 Demented/Scourge drake +0.26 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 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 (+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. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +27% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 38.5 - 50.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +13 fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 28.5 - 37.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +11.0% Phys.spd +10% Acc +9 (+3 eff.) Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 50.5 - 75.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 70.5 - 105.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Res.pen +14% physical Acc +23 (+8 eff.) Apr +13 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Nature/Psionic Power 49.5 - 79.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 darkness +9 nature Against +10% Living Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 51.5 - 82.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Res.pen +13% all Acc +36 (+11 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 fire While equipped: Stats +8 Con +8 Wil dps ---------- All.spd +4% Res.pen +8% fire ----- def ----- Phys.save +3 (+1 eff.) Max.HP +19.00 Disarm- +10% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Arcane/Psionic Power 38.0 - 53.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +6.5% Atk.spd 100% Phasing +10% Melee+ +17 cold On Hit: 20% Curse of Defenselessness 4 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +8 Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +19% lightning +13% fire +10% cold ----- def ----- Max.HP +32.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+8 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.37 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. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +26.00% Spell.pwr +19 (+6 eff.) Melee+ 17 fire Dmg.mod +25% darkness ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 [Rare] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 fire Uses 2.0 Steam While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% darkness +16% fire Res.pen +20% darkness +10% mind ----- def ----- Resists +6% nature +6% darkness ---------- misc Psi/ret +0.24 Hate/m.crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +10% physical Apr +1 ----- def ----- Resists +9% acid Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +9% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +1 Dex +3 Cun +2 Con dps ---------- Acc +8 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +21% mind +30% fire ----- def ----- Armour +8 Resists +45% fire +2% physical +15% all Mind.save +6 (+2 eff.) Disarm- +20% ---------- misc Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 104% 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. A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +6 Dex dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +3 HP.reg +5.00 ---------- misc Stam/turn +1.10 Max.stam +21.00 Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +14.0% Atk.spd 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +16 (+6 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +3 Spell.save +15 (+7 eff.) Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +13.0% Atk.spd 100% On Hit: * 20 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Acc +10 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +12.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% light +12% darkness Melee Ret 8 nature 10 darkness On Hit (Melee): * 20% chance to slow global speed by 67% * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +3 Fatigue +5% Resists +3% light Unarmed combat: Power 40.0 - 56.0 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +9 Wil +8 Cun ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +8% temporal +12% darkness A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +11% light +17% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +3% physical +3% mind Mind.save +6 (+2 eff.) Die.at -80.00 life Disease- +20% Knockbk- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +5 Cun dps ---------- Crit.mult +20.00% Apr +5 ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+2 eff.) ---------- misc Max.hate +4.00 Max.psi +20.00 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +21% cold Res.pen +25% fire +15% cold Acc +6 (+2 eff.) Melee Ret 10 fire On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +4% Resists +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +5 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +8% lightning +7% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +4 Cun dps ---------- Mind.crit +1% Apr +7 ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +3% fire Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +5.00 Max.hate +6.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 472.0 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Mind.crit +2% Spell.pwr +4 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% mind Phys.save +9 (+3 eff.) Mind.save +11 (+4 eff.) ---------- misc Max.psi +24.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +14 (+5 eff.) Max.HP +32.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +6% Resists +20% blight +14% darkness Phys.save +7 (+2 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +7 Cun +6 Dex ----- def ----- Armour +12 Defense +18 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +13 Defense +21 (+8 eff.) Fatigue +8% Mind.save +12 (+4 eff.) HP.reg +5.40 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +18% nature +14% blight D.Red.from +9% Unnatural HP.reg +2.90 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Rare] Master Power 60.5 - 84.7 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 21 Ranged+ +20 mind +16 nature On Hit.r1 +20 mind On Crit.r2 +8 nature On Hit: * 20% chance to slow global speed by 67% * 20% chance to reduce all saves and defense by 39 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Power 53.0 - 74.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 19 Ranged+ +47 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +6 Wil +7 Con dps ---------- Phys.crit +13.0% Mind.crit +11% Crit.mult +10.00% Res.pen +25% physical Melee Ret 4 physical ----- def ----- Armour +6 Resists +2% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Res.pen +5% physical ----- def ----- Die.at -40.00 life Max.HP +40.00 ---------- misc Stam/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Nature/Master Power 61.0 - 73.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 263 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Riss the Krog Wyrmic level 32
1st Allure 123rd year of Ascendancy at 03:49 see stats
By Riss the Krog Wyrmic level 20
29th Haze 122nd year of Ascendancy at 09:25 see stats
By Riss the Krog Wyrmic level 15
78th Dusk 122nd year of Ascendancy at 11:29 see stats
By Riss the Krog Wyrmic level 8
2nd Flare 122nd year of Ascendancy at 15:20 see stats
By Riss the Krog Wyrmic level 19
18th Haze 122nd year of Ascendancy at 01:43 see stats
By Riss the Krog Wyrmic level 29
80th Haze 122nd year of Ascendancy at 20:58 see stats
By Riss the Krog Wyrmic level 27
68th Haze 122nd year of Ascendancy at 00:39 see stats
By Riss the Krog Wyrmic level 10
12nd Dusk 122nd year of Ascendancy at 22:21 see stats
By Riss the Krog Wyrmic level 20
19th Haze 122nd year of Ascendancy at 15:47 see stats
By Riss the Krog Wyrmic level 30
9th Decay 122nd year of Ascendancy at 10:47 see stats
By Riss the Krog Wyrmic level 18
10th Haze 122nd year of Ascendancy at 13:32 see stats
By Riss the Krog Wyrmic level 26
58th Haze 122nd year of Ascendancy at 21:00 see stats
By Riss the Krog Wyrmic level 32
1st Allure 123rd year of Ascendancy at 00:11 see stats
By Riss the Krog Wyrmic level 20
31st Haze 122nd year of Ascendancy at 09:27 see stats
By Riss the Krog Wyrmic level 8
5th Mirth 122nd year of Ascendancy at 23:21 see stats
By Riss the Krog Wyrmic level 24
45th Haze 122nd year of Ascendancy at 14:49 see stats
By Riss the Krog Wyrmic level 25
52nd Haze 122nd year of Ascendancy at 14:52 see stats
By Riss the Krog Wyrmic level 15
78th Dusk 122nd year of Ascendancy at 14:09 see stats
By Riss the Krog Wyrmic level 31
2nd Wintertide 123rd year of Ascendancy at 07:13 see stats
Log
Riss hits Emeloba the corrupted mastocytic feeder for (2 webs of fate), (2 converted), 4 acid, (13 webs of fate), (9 converted), 21 nature (25 total damage).
Riss hits Riss's temporal clone for 932 physical damage.
Webs of Fate hits Riss for 2 acid, 4 nature (6 total damage).
Melee retaliation hits Riss for 4 physical, 13 cold, 4 physical, 13 cold (35 total damage).
Riss killed Riss's temporal clone!
Talent Venomous Breath is ready to use.
Emeloba the corrupted mastocytic feeder casts Attenuate.
Emeloba the corrupted mastocytic feeder's spell attains critical power!
Emeloba the corrupted mastocytic feeder is surging arcane power.
Riss is being being removed from the timeline!
Emeloba the corrupted mastocytic feeder converts damage to paradox!
Corrupted acidic digestor's acid area effect hits Riss for 27 acid damage.
Corrupted acidic digestor's acid area effect hits Emeloba the corrupted mastocytic feeder for (5 webs of fate), (4 converted), 9 acid (9 total damage).
Webs of Fate hits Riss for 5 acid damage.
Riss picks up (t.): schematic: Poison Groove.
Talent Antimagic Shield is ready to use.
Attenuate from Emeloba the corrupted mastocytic feeder hits Riss for 236 temporal damage.
Emeloba the corrupted mastocytic feeder casts Repulsion Blast.
Emeloba the corrupted mastocytic feeder's spell attains critical power!
Riss is knocked back!
Emeloba the corrupted mastocytic feeder hits Riss for 478 physical damage.
Attenuate from Emeloba the corrupted mastocytic feeder hits Riss for 238 temporal damage.
Riss activates Antimagic Shield.
Riss is no longer attuned.
Attenuate from Emeloba the corrupted mastocytic feeder hits Riss for (41 antimagic), 197 temporal (197 total damage).
Riss the level 32 krog wyrmic was time dilated to death by Emeloba the corrupted mastocytic feeder on level 1 of The Godfeaster.