

















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 | Shalore |
Class | Annihilator |
Level / Exp | 34 / 83% |
Size | medium |
Lifes / Deaths | Killed by corrupted protoplasmic controller at level 34 on the 6th Pyre 123rd year of Ascendancy at 14:48 / 1 |
Primary Stats
Strength | 40 (base 16) |
Dexterity | 86 (base 60) |
Constitution | 36 (base 18) |
Magic | 23 (base 10) |
Willpower | 33 (base 10) |
Cunning | 93 (base 60) |
Resources
Life | -113/735 |
Steam | 115/115 |
Healing Factor | 1.5079202340232 |
Regeneration | 9.424501462645 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 10 |
See Stealth | 41 |
See Invisible | 41 |
Offense: Mainhand
Damage | 72 |
Accuracy | 71 |
Crit Chance | 60% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Physical | +6% |
Nature | +20% |
Blight | +20% |
Arcane | +6% |
Fire | +49% |
All | 0% |
Offense: Damage Penetration
Acid | +24% |
Light | +29% |
Arcane | +39% |
Physical | +40% |
All | +19% |
Defense: Base
Armour (hardiness) | 110.13943112722 (93.292586063405%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 30 |
Physical Save | 44 |
Spell Save | 20 |
Mental Save | 51 |
Defense: Resistances
Blight | + 34%( 70%) |
Arcane | + 21%( 70%) |
Mind | + 28%( 70%) |
All | + 17%( 70%) |
Lightning | + 62%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 33%( 70%) |
Cold | + 34%( 70%) |
Fire | + 35%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 83% |
Poison Resistance | 20% |
Blind Resistance | 50% |
Disarm Resistance | 80% |
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. |
Implants | Effective talent level: 2.5 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 170% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 148% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Steamtech / Artillery | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 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 Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed faerlhing fang. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +10 Lck +14 Dex dps ---------- Res.pen +10% arcane +10% light Melee Ret 6 arcane ----- def ----- Armour +6 Defense +16 (+4 eff.) Fatigue -6% Phys.save +20 (+6 eff.) Stealth +13 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Max.enc +39 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 48.0 - 57.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 22 Ranged+ +20 cold +8 mind +20 arcane On Hit.r1 +20 arcane On Crit.r2 +12 cold On Hit: * 20% chance to reduce all saves and defense by 26 On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +7 Str +3 Mag dps ---------- Crit.mult +15.00% Res.pen +9% all Apr +14 ----- def ----- Armour +5 Defense +12 (+3 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +8 Mind.save +17 (+5 eff.) Max.HP +54.00 Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 32.0 - 35.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +12 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +5 Mag +4 Wil ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +5% physical Crit.dmg- 15.00% Mind.save +17 (+5 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 39.35 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +3 Mag +2 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% fire Res.pen +5% acid ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Confus- +22% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +13% mind Confus- +31% Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * burn your foe dealing 71 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all +21% physical Acc +15 (+4 eff.) Apr +13 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Around waist | ![]() |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 59.0 - 70.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +26 physical On Crit.r2 +12 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Melee+ 21 cold Dmg.mod +6% arcane +18% fire Res.pen +10% arcane Melee Ret 10 ice ----- def ----- Armour +9 Fatigue +8% Resists +14% physical Shield.near.proj +67 Proj.slow +19% ---------- misc Mana/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +30% lightning +5% arcane Phys.save +7 (+2 eff.) Poison- +20% Confus- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Con dps ---------- Dmg.mod +6% physical Melee Ret 50 physical ----- def ----- Armour +48 Defense +17 (+4 eff.) Fatigue +23% Resists +24% lightning +3% temporal Max.HP +128.00 HP.reg +6.00 Heal.mod +16% A suit of armour made of metal plates. |
Inventory
![]() 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 180% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 117% efficiency and cooldown mod of 94%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 3 times. 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 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +4 Dex +7 Wil dps ---------- Melee+ 7 light 11 darkness Dmg.mod +10% light +5% darkness On Melee Ret: * 9% chance to reduce damage dealt by 21% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +6 Res.pen +15% blight +25% fire Phasing +30% ----- def ----- Resists +15% nature +9% fire Spell.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +44% ---------- misc Max.mana +40.00 Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Melee Ret 8 light ----- def ----- Resists +15% light +6% lightning Mind.save +6 (+2 eff.) Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +28 cold While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Die.at -60.00 life ---------- misc Max.stam +30.00 Massive two-handed mauls. |
![]() 4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Resists +21% acid +15% temporal +5% arcane +9% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 64 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +17 (+9 eff.) Melee+ 27 fire Dmg.mod +20% lightning +15% cold +12% mind +6% temporal ----- def ----- Anom.red +20 ---------- misc Equi/ret +0.28 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam When used to Attack: Melee+ +11 fire While equipped: Stats +2 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 Uses 1.0 Steam When used to Attack: On Crit.r2 +30 light +10 fire While equipped: dps ---------- On shield block: * Deals 47 light and fire damage to each enemy blocked ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +7% light +9% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 trident 2H weapon [Ego] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: Stats +4 Str dps ---------- Dmg.mod +7% physical Acc +13 (+3 eff.) One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Mag dps ---------- Crit.mult +10.00% Dmg.mod +5% darkness Res.pen +5% darkness Phasing +30% ----- def ----- Defense +2 (+0 eff.) Resists +17% darkness Stealth +15 ---------- misc Max.vim +50.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +2 (+0 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 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +1 Cun +3 Con dps ---------- Apr +4 ----- def ----- Armour +8 Fatigue +3% Resists +15% cold Phys.save +18 (+6 eff.) Mind.save +16 (+5 eff.) ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +6% acid +15% temporal +9% fire +9% cold Poison- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 25 mind 37 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 26 ----- def ----- Armour +7 Fatigue +5% Mind.save -5 (-2 eff.) Max.HP +56.00 Unarmed combat: Power 35.0 - 49.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +5% light Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.80 Equi/ret +1.00 Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 177.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +1 Str +3 Dex +1 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Mind.save +5 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +8% blight A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Apr +6 Melee Ret 6 arcane ----- def ----- Armour +18 Fatigue +4% Resists +5% arcane Phys.save +6 (+2 eff.) 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 +2 Str +3 Con ----- def ----- Armour +7 Fatigue +4% Phys.save +9 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A 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: ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness ---------- misc Stam/ret +1.60 Equi/ret +1.90 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +8 Str +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +5 (+1 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% arcane +30% darkness On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +39% acid +5% arcane A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T4 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +29% nature +24% blight D.Red.from +7% Unnatural A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +1 Cun +7 Con ----- def ----- Armour +17 Defense +7 (+2 eff.) Fatigue +31% Resists +11% fire -12% light +7% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +19 (+6 eff.) A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +14 cold On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +10% cold ---------- misc Wards +4 lightning +4 temporal +4 darkness +3 fire +4 nature +4 blight +4 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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 [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +12% physical 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 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +8 (+3 eff.) ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +10 (+3 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Blind- +38% Confus- +14% ---------- misc Light +8 See.Stealth +15 See.Invis +22 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
potent pain suppressor salve [power 247] potent pain suppressor salve [power 247]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 61% cooldown modifier. Let you fight up to -247 life and reduces all damage by 17% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 61% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 357] powerful healing salve [power 357]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 61% cooldown modifier. Heal 357 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 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 T4 shot ammo [Ego] Arcane Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +10 light Against +15% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
Achievements
By Riss the Shalore Annihilator level 33
1st Pyre 123rd year of Ascendancy at 14:28 see stats
By Riss the Shalore Annihilator level 32
74th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Riss the Shalore Annihilator level 19
8th Haze 122nd year of Ascendancy at 22:20 see stats
By Riss the Shalore Annihilator level 15
48th Dusk 122nd year of Ascendancy at 12:24 see stats
By Riss the Shalore Annihilator level 34
5th Pyre 123rd year of Ascendancy at 17:44 see stats
By Riss the Shalore Annihilator level 21
62nd Haze 122nd year of Ascendancy at 17:23 see stats
By Riss the Shalore Annihilator level 19
56th Haze 122nd year of Ascendancy at 04:19 see stats
By Riss the Shalore Annihilator level 27
23rd Regrowth 123rd year of Ascendancy at 09:40 see stats
By Riss the Shalore Annihilator level 31
71st Regrowth 123rd year of Ascendancy at 12:22 see stats
By Riss the Shalore Annihilator level 29
57th Regrowth 123rd year of Ascendancy at 21:16 see stats
By Riss the Shalore Annihilator level 10
2nd Summertide 122nd year of Ascendancy at 22:21 see stats
By Riss the Shalore Annihilator level 20
57th Haze 122nd year of Ascendancy at 11:13 see stats
By Riss the Shalore Annihilator level 30
68th Regrowth 123rd year of Ascendancy at 02:15 see stats
By Riss the Shalore Annihilator level 19
16th Haze 122nd year of Ascendancy at 05:42 see stats
By Riss the Shalore Annihilator level 26
4th Allure 123rd year of Ascendancy at 08:48 see stats
By Riss the Shalore Annihilator level 29
57th Regrowth 123rd year of Ascendancy at 17:27 see stats
By Riss the Shalore Annihilator level 16
79th Dusk 122nd year of Ascendancy at 02:57 see stats
By Riss the Shalore Annihilator level 5
5th Mirth 122nd year of Ascendancy at 18:08 see stats
By Riss the Shalore Annihilator level 12
9th Flare 122nd year of Ascendancy at 13:09 see stats
By Riss the Shalore Annihilator level 24
8th Decay 122nd year of Ascendancy at 04:11 see stats
By Riss the Shalore Annihilator level 17
1st Haze 122nd year of Ascendancy at 05:02 see stats
By Riss the Shalore Annihilator level 31
73rd Regrowth 123rd year of Ascendancy at 05:26 see stats
Log
Corrupted mastocytic feeder's blight poison area effect hits Islith the corrupted plasmic disruptor for 19 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protosentient globula for 11 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Steamgun turret for 21 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Shadow for 0 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted dendritic hemospinner for 17 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Riss for (7 exoskeleton), 7 blight (7 total damage).
Corrupted mastocytic feeder's blight poison area effect hits Shadow for 21 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Xeromita the corrupted mastocytic feeder for 21 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Shadow for 20 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protosentient globula for 20 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Steamgun turret for 20 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Velinne the corrupted mastocytic feeder for 17 blight damage.
Riss hits Shadow for 72 physical damage.
Riss hits Corrupted protosentient globula for 84 physical damage.
Riss hits Corrupted mastocytic feeder for 42 physical damage.
Riss hits Xeromita the corrupted mastocytic feeder for 84 physical damage.
Riss hits Velinne the corrupted mastocytic feeder for 55 physical damage.
Riss's Rocket Pod hits Shadow for 44 fire damage.
Riss's Rocket Pod hits Shadow for 0 arcane damage.
Riss's Rocket Pod hits Shadow for 50 fire, 3 arcane, 3 cold, 1 mind, 3 arcane (60 total damage).
Riss's Rocket Pod hits Shadow for 3 arcane damage.
Riss's fire area effect hits Bloated ooze for 6 fire damage.
Riss's fire area effect hits Corrupted mastocytic feeder for 4 fire damage.
Riss's fire area effect hits Shadow for 0 fire damage.
Riss's fire area effect hits Shadow for 8 fire damage.
Riss's fire area effect hits Xeromita the corrupted mastocytic feeder for 8 fire damage.
Corrupted protoplasmic controller's Acidfire cloud hits Riss for (1 exoskeleton), 32 acid (32 total damage).
Corrupted dendritic hemospinner's Eyal's Wrath hits Steamgun turret for 33 nature damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Riss for (11 exoskeleton), 11 nature (11 total damage).
Riss the level 34 shalore annihilator was scalded to death by a corrupted protoplasmic controller on level 1 of inside a giant tentacle.