















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 50 / 334% |
Size | medium |
Lifes / Deaths | Killed by thief at level 3 on the 76th Pyre 122nd year of Ascendancy at 10:17 0 / 8Killed by Mayidhessra the elven corruptor at level 27 on the 15th Regrowth 123rd year of Ascendancy at 08:38 Killed by mecharachnid (servant of Anni) at level 46 on the 35th Dusk 123rd year of Ascendancy at 07:13 Killed by Vorilraba the ghoul at level 50 on the 17th Pyre 125th year of Ascendancy at 07:21 Killed by Aerowyn the orc high pyromancer at level 50 on the 25th Pyre 125th year of Ascendancy at 12:03 Killed by Aerowyn the orc high pyromancer at level 50 on the 25th Pyre 125th year of Ascendancy at 15:03 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 34th Pyre 125th year of Ascendancy at 00:03 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 34th Pyre 125th year of Ascendancy at 01:10 |
Primary Stats
Strength | 51 (base 31) |
Dexterity | 89 (base 65) |
Constitution | 68 (base 30) |
Magic | 39 (base 36) |
Willpower | 14 (base 9) |
Cunning | 107 (base 66) |
Resources
Life | -387/1477 |
Equilibrium | 0 |
Steam | 100/100 |
Healing Factor | 1.6681295749342 |
Regeneration | 38.78401261722 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
See Stealth | 26 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 87 |
Accuracy | 80 |
Crit Chance | 78% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Physical | +12% |
Arcane | +11% |
Fire | +5% |
All | +2% |
Offense: Damage Penetration
Physical | +30% |
Darkness | +25% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 81.317011280365 (72.903125182002%) |
Defense | 55 |
Ranged Defense | 61 |
Fatigue | 13 |
Physical Save | 57 |
Spell Save | 31 |
Mental Save | 49 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 25%( 70%) |
Physical | + 26%( 70%) |
Cold | + 35%( 70%) |
All | + 15%( 70%) |
Darkness | + 28%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 25%( 70%) |
Fire | + 53%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Poison Resistance | 70% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Silence Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 51%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 203 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Artillery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by giant ice ant. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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. | 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 Possessed. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 435. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Mov.spd +25% Dmg.mod +3% fire Res.pen +15% physical ----- def ----- Armour +6 Fatigue +4% Resists +3% acid +9% mind +6% nature Phys.save +18 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +4 (+1 eff.) HP.reg +2.00 Silence- +41% Confus- +50% Pinning- +46% Stun/Frz- +44% Knockbk- +25% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Master Power 61.0 - 73.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +12 Crit +15.0% Capacity 49 Proj.spd +200% While equipped: ---------- misc Reload +3 Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Armour +19 Resists +6% lightning +6% fire +9% nature Crit.dmg- 15.00% Mind.save +11 (+3 eff.) Die.at -80.00 life Stun/Frz- +20% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +12 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical Acc +4 (+1 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +15% fire Silence- +0% ---------- misc Steam/turn +1.00 Light +4 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +5 Wil +5 Cun +8 Con dps ---------- Phys.crit +14.0% Spell.crit +13% Mind.crit +18% Crit.mult +15.00% Acc +23 (+4 eff.) ----- def ----- Armour +4 Crit.dmg- 10.00% Disarm- +144% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +29.0% Atk.spd 100% On Hit: 10% Disarm 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Mind.crit +2% Dmg.mod +9% arcane Melee Ret 2 arcane On Hit (Melee): * 21% chance to reduce all saves and defense by 25 ----- def ----- Fatigue -6% Resists +3% mind Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+4 eff.) Max.HP +97.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +30 Con dps ---------- Phys.pwr +21 (+7 eff.) ----- def ----- Defense +24 (+7 eff.) Resists +6% lightning +6% fire +6% darkness Phys.save +11 (+4 eff.) Max.HP +36.00 Disarm- +35% Pinning- +40% Knockbk- +39% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% lightning +9% fire +9% darkness +12% cold Max.HP +38.00 Disarm- +31% Pinning- +30% Knockbk- +38% ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Max.psi +30.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * flashes light on your target dealing 137 damage Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Crit.mult +15.00% Res.pen +15% physical Acc +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +15 Dex +12 Cun +10 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 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 35% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 75.0 - 90.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +331 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 18 While equipped: dps ---------- Melee+ 26 cold On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Melee Ret 13 ice ----- def ----- Armour +22 Fatigue +8% Resists +15% lightning +3% cold Max.HP +60.00 Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Random Unique] Nature While equipped: Stats -3 Cun +3 Mag dps ---------- Dmg.mod +15% light Res.pen +25% darkness +20% light Acc +18 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +12% blight +12% nature +30% lightning Max.HP +85.00 HP.reg +3.00 Heal.mod +12% Stun/Frz- +50% ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +22 Defense +6 (+2 eff.) Fatigue +12% Resists +13% acid +13% physical +9% cold +11% lightning +9% fire Max.HP +67.00 HP.reg +18.00 Heal.mod +18% Poison- +70% Disease- +70% Cut- +70% A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature 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. This item has been sent to the Item's Vault. |
![]() 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 4.0 T4 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 Uses 2.0 Steam While equipped: Stats +3 Wil +11 Mag dps ---------- Spell.pwr +33 (+13 eff.) Dmg.mod +22% arcane +18% blight Melee Ret 10 blight ----- def ----- Resists +9% light ---------- misc Mana/turn +0.12 Max.mana +100.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 71.5 - 100.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +21.0% Capacity 21 Proj.spd +407% Ranged+ +34 nature +67 physical On Crit.r2 +4 nature +12 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +7 Mag +5 Wil +6 Cun ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +67.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +20% physical Res.pen +14% physical ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +13% HP.reg +5.50 A pointy cloth hat, very wizardly... |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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 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. |
![]() 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. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 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 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 212 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 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 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: dps ---------- Melee Ret 25 lightning Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 29] powerful frost salve [power 29]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 323] potent healing salve [power 323]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 51% cooldown modifier. Heal 323 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 29] powerful water salve [power 29]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +32.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T2 torque charm [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Crit.mult +20.00% S.pwr/crit +6 ---------- misc Mana/turn +0.12 Max.mana +60.00 Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +20.00% Apr +1 ----- def ----- Resists +6% darkness +6% cold Spell.save +6 (+3 eff.) Max.HP +80.00 Disease- +20% Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 664 Base Damage: 302 Armor: 20 All Resist: 24 Puts all charms on 25 cooldown 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 74 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Anni the Cornac Annihilator level 36
1st Pyre 123rd year of Ascendancy at 17:32 see stats
By Anni the Cornac Annihilator level 35
1st Time of Balance 123rd year of Ascendancy at 04:00 see stats
By Anni the Cornac Annihilator level 43
3rd Summertide 123rd year of Ascendancy at 01:56 see stats
By Anni the Cornac Annihilator level 50
17th Pyre 125th year of Ascendancy at 14:10 see stats
By Anni the Cornac Annihilator level 42
7th Mirth 123rd year of Ascendancy at 22:08 see stats
By Anni the Cornac Annihilator level 22
50th Haze 122nd year of Ascendancy at 15:52 see stats
By Anni the Cornac Annihilator level 28
47th Regrowth 123rd year of Ascendancy at 05:16 see stats
By Anni the Cornac Annihilator level 50
25th Pyre 125th year of Ascendancy at 07:29 see stats
By Anni the Cornac Annihilator level 41
64th Pyre 123rd year of Ascendancy at 08:55 see stats
By Anni the Cornac Annihilator level 23
66th Haze 122nd year of Ascendancy at 01:45 see stats
By Anni the Cornac Annihilator level 39
57th Pyre 123rd year of Ascendancy at 18:29 see stats
By Anni the Cornac Annihilator level 19
32nd Haze 122nd year of Ascendancy at 20:54 see stats
By Anni the Cornac Annihilator level 50
6th Pyre 124th year of Ascendancy at 21:31 see stats
By Anni the Cornac Annihilator level 21
40th Haze 122nd year of Ascendancy at 21:20 see stats
By Anni the Cornac Annihilator level 44
3rd Summertide 123rd year of Ascendancy at 16:11 see stats
By Anni the Cornac Annihilator level 10
5th Mirth 122nd year of Ascendancy at 18:35 see stats
By Anni the Cornac Annihilator level 20
34th Haze 122nd year of Ascendancy at 01:45 see stats
By Anni the Cornac Annihilator level 30
53rd Regrowth 123rd year of Ascendancy at 06:18 see stats
By Anni the Cornac Annihilator level 40
57th Pyre 123rd year of Ascendancy at 21:47 see stats
By Anni the Cornac Annihilator level 50
67th Regrowth 124th year of Ascendancy at 20:56 see stats
By Anni the Cornac Annihilator level 48
21st Haze 123rd year of Ascendancy at 17:51 see stats
By Anni the Cornac Annihilator level 18
37th Dusk 122nd year of Ascendancy at 00:53 see stats
By Anni the Cornac Annihilator level 28
17th Regrowth 123rd year of Ascendancy at 10:01 see stats
By Anni the Cornac Annihilator level 49
22nd Haze 123rd year of Ascendancy at 06:04 see stats
By Anni the Cornac Annihilator level 28
16th Regrowth 123rd year of Ascendancy at 11:13 see stats
By Anni the Cornac Annihilator level 42
3rd Mirth 123rd year of Ascendancy at 06:24 see stats
By Anni the Cornac Annihilator level 49
22nd Haze 123rd year of Ascendancy at 19:40 see stats
By Anni the Cornac Annihilator level 50
25th Pyre 125th year of Ascendancy at 11:57 see stats
By Anni the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 07:47 see stats
By Anni the Cornac Annihilator level 37
21st Pyre 123rd year of Ascendancy at 20:55 see stats
By Anni the Cornac Annihilator level 21
44th Haze 122nd year of Ascendancy at 16:01 see stats
By Anni the Cornac Annihilator level 45
16th Dusk 123rd year of Ascendancy at 22:21 see stats
By Anni the Cornac Annihilator level 27
15th Regrowth 123rd year of Ascendancy at 06:33 see stats
By Anni the Cornac Annihilator level 19
33rd Haze 122nd year of Ascendancy at 20:25 see stats
By Anni the Cornac Annihilator level 34
79th Regrowth 123rd year of Ascendancy at 18:55 see stats
Log
Anni resists!
Anni's AED deactivates.
Mecharachnid (servant of Anni) slows down.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mecharachnid (servant of Anni) for 103 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Anni for (0 exoskeleton), 76 fire (76 total damage).
Vor, Grand Geomancer of the Pride's glacial vapour area effect hits Anni for (29 exoskeleton), 181 cold (181 total damage).
Vor, Grand Geomancer of the Pride roars triumphantly.
Character control switched to mecharachnid (servant of Anni).
Vor, Grand Geomancer of the Pride's Fireflash hits Anni for (0 exoskeleton), 967 fire (967 total damage).
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Vor, Grand Geomancer of the Pride's Fireflash killed Anni!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Burning from Vor, Grand Geomancer of the Pride hits mecharachnid (servant of Anni) for 116 fire damage.
Burning Phosphorous from Anni hits Vor, Grand Geomancer of the Pride for (10 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (7 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride receives 57 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits mecharachnid (servant of Anni) for 103 fire damage.
Vor, Grand Geomancer of the Pride casts Inferno.
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Mecharachnid (servant of Anni) warms up.
Burning from Vor, Grand Geomancer of the Pride hits mecharachnid (servant of Anni) for 116 fire damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (7 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride receives 57 healing from Temporal Restoration Field.
Character control switched to Anni.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mecharachnid (servant of Anni) for 103 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mecharachnid (servant of Anni) for 164 fire damage.
Anni the level 50 cornac annihilator was combusted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.