










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 32 / 82% |
| Size | huge |
| Lifes / Deaths | Killed by Lisita the blue ooze at level 11 on the 16th Dusk 122nd year of Ascendancy at 05:16 0 / 7Killed by Mattyroo at level 13 on the 17th Dusk 122nd year of Ascendancy at 21:24 Killed by Wrathroot at level 17 on the 31st Dusk 122nd year of Ascendancy at 04:56 Killed by Layuda the bone giant at level 23 on the 25th Haze 122nd year of Ascendancy at 18:44 Killed by Glutira the bandit at level 27 on the 44th Haze 122nd year of Ascendancy at 08:23 Killed by Mattyroo's Inner Demon at level 32 on the 8th Decay 122nd year of Ascendancy at 08:25 Killed by skeleton mage at level 32 on the 8th Decay 122nd year of Ascendancy at 14:19 |
Primary Stats
| Strength | 79 (base 12) |
| Dexterity | 92 (base 12) |
| Constitution | 62 (base 12) |
| Magic | 57 (base 38) |
| Willpower | 63 (base 37) |
| Cunning | 111 (base 60) |
Resources
| Equilibrium | 432 |
| Vim | 176/187 |
| Life | -14/782 |
| Psi | 227/326 |
| Stamina | 225/326 |
| Soul | 2/10 |
| Healing Factor | 1.3362068965517 |
| Regeneration | 4.3426724137929 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 35 |
| See Invisible | 35 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 115 |
| Accuracy | 71 |
| Crit Chance | 56% |
| APR | 24 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +16% |
| Mind | +17% |
| All | +5% |
Offense: Damage Penetration
| Blight | +15% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 67.651560679285 (53.536585365854%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 39 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 43%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 26%( 70%) |
| Light | -6%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 20% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -365 life. The duration and life will increase by 1% for every 1% life you have lost (currently 736 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.3 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 91 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 Willpower stat. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Beyond the Flesh |
| talent | Augmentation |
| talent | Raze |
| talent | Chant of Fortress |
| talent | Infestation |
| talent | Abyssal Shield |
| talent | Icy Skin |
| talent | Striking Stance |
| detrimental effect | The target is on fire, taking 86.88 fire damage per turn. Burning |
| beneficial effect | 10% chance to avoid weapon attacks Charm: Evasion |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
Quests
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 grave | active |
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 abandoned injured seer to death. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 ice ant stinger. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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
| Psionic focus | emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
| Light source | Light of Revelation2.0 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. |
| On head | Radhedrakor (9 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +3 Mag +12 Cun +4 Con dps ---------- Acc +8 (+2 eff.) Apr +6 On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +9 (+2 eff.) Fatigue +3% Resists -29% light +6% temporal Spell.save +15 (+5 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +40.00 A hat made of leather. Very stylish. |
| Tool | evasive ash wand of shielding [power 170] (18.5/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Mardisadin0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Wil +7 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +12% mind +5% all Res.pen +15% blight Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
| On fingers | Coalbright the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Melee+ 11 physical Ranged+ 8 physical Dmg.mod +11% arcane On Hit (Melee): * 12% chance to reduce all saves and defense by 34 * 20% chance to reduce damage dealt by 28% On Hit (Ranged): * 11% chance to reduce all saves and defense by 34 ----- def ----- Resists +11% arcane +3% darkness Mind.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| On feet | Lisima the pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +15 Lck +8 Dex dps ---------- Mind.crit +2% Mind.pwr +15 (+4 eff.) Melee Ret 8 mind ----- def ----- Armour +6 Stealth +15 ---------- misc Infravis +2 A pair of boots made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+3 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 37% Wil, 77% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.6 Pwr.cost 6 out of 4/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 180.85 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Cloak | Beurim the Fogglamour (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +2 (+1 eff.) Res.pen +10% acid Melee Ret 10 darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Chillbile'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Wil ----- def ----- Fatigue -6% Resists +3% blight +2% physical +12% cold HP.reg +3.00 Cut- +20% ---------- misc Mana/s.crit +2.00 Amulets can have magical properties. |
Inventory
regeneration infusion of the wizard (heal 576; 13 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (402.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 422.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 29; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 29 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
6 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +14% Amulets can have magical properties. |
pixie's copper ring of clarity0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +24% Rings can have magical properties. |
solipsist's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
dragonbone magestaff 'Lightlace' (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Spell.crit +19% Spell.pwr +15 (+5 eff.) Dmg.mod +39% arcane Res.pen +25% arcane Melee Ret 8 light 8 arcane ----- def ----- Defense +25 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of greater warding (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% light ----- def ----- Armour +9 Defense +9 (+2 eff.) ---------- misc Wards +3 light Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +9 (+3 eff.) Spell.pwr +28 (+9 eff.) Dmg.mod +30% arcane Acc +12 (+3 eff.) ---------- misc Max.mana +85.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eilinytta the Sunglory (87-130.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 87.0 - 130.5 Physical Uses 112% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +26% Unnatural On Hit: * 27% chance to slow global speed by 62% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Dmg.mod +6% cold +21% fire ----- def ----- Resists +3% fire +6% cold Massive two-handed mauls. |
warbringer's stralite longsword (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 35.0 - 49.0 Physical Uses 94% Wil Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +17% Sharp, long, and deadly. |
Mayevena the Blastwrither (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Nature Power 45.0 - 63.0 Physical Uses 94% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 nature While equipped: Stats +3 Con +6 Wil dps ---------- Res.pen +20% lightning ---------- misc Light +3 Infravis +3 See.Invis +18 Blunt and deadly. |
Umbrastake (48-67.2 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Arcane Power 48.0 - 67.2 Physical Uses 94% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: * 30% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Res.pen +25% acid Melee Ret 10 acid 8 fire 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +9% cold Blunt and deadly. |
living mindstar 'Thunderburst' (18-19.8 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +6% acid +24% lightning +12% nature +5% arcane Max.HP +50.00 HP.reg +6.00 Cut- +20% Confus- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of disruption (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic voratun steamsaw of corruption (38.5-57.75 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Nature/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 94% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +99 On Crit.r2 +31 acid +28 nature On Hit: 20% Curse of Vulnerability 5 Uses 1.0 Steam While equipped: dps ---------- Res.pen +11% acid +13% nature Apr +10 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 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! |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 94% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 27.71 to 83.13 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Filthbreacher the stralite steamgun4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 draining blight On Crit.r2 +20 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% nature Res.pen +25% light +25% acid ----- def ----- Resists +30% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frozen Shards (23/25, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 116% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Brenuregokhad the pouch of voratun shots (24/24, 54.5-65.4 power, 6 apr)3.0 T5 shot ammo [Rare] Psionic Power 54.5 - 65.4 Physical Uses 116% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Proj.spd +200% Phasing +30% Ranged+ +20 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
mindwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +18 (+6 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +9% all ----- def ----- Resists +13% all Mind.save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Naturespiker the voratun mail armour (5 def, 30 armour)14.0 T5 heavy armor [Rare] Master While equipped: ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +12% Resists +6% nature +30% acid HP.reg +4.00 Disarm- +20% A suit of armour made of mail. |
Noonwreck the stralite plate armour (0 def, 22 armour)17.0 T4 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold Res.pen +25% light ----- def ----- Armour +22 Fatigue +13% Resists +15% acid +12% light Phys.save +13 (+4 eff.) Poison- +20% Disease- +20% A suit of armour made of metal plates. |
enlightening stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +17 (+6 eff.) Max.HP +48.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of metal plates. |
nightruned drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +9 Wil +8 Mag dps ---------- Spell.crit +4% ----- def ----- Resists +8% light +12% darkness A belt that goes around your waist. |
drakeskin leather hat 'Malusta' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +13 Str +3 Mag dps ---------- Spell.pwr +25 (+8 eff.) Mind.pwr +30 (+8 eff.) S.pwr/crit +10 Dmg.mod +15% mind ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +3 See.Invis +6 A hat made of leather. Very stylish. |
grounding elven-silk wizard hat of madness (3 def, 0 armour)2.0 T5 head armor [Ego+] Nature/Psionic While equipped: Stats +7 Cun +10 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +3 (+1 eff.) Resists +13% lightning +12% temporal Mind.save +11 (+4 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 185 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 24% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 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. |
277 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Yvulle' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% nature Mind.save +3 (+1 eff.) Die.at -20.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Winterwrecker [power 110] (18.5/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +10% cold ----- def ----- Defense +20 (+5 eff.) Resists +1% physical Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Shinerace' [power 182] (18.5/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mattyroo the Cornac Adventurer level 28
64th Haze 122nd year of Ascendancy at 13:00 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Mattyroo the Cornac Adventurer level 31
73rd Haze 122nd year of Ascendancy at 23:48 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mattyroo the Cornac Adventurer level 22
14th Haze 122nd year of Ascendancy at 17:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mattyroo the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 16:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mattyroo the Cornac Adventurer level 20
40th Dusk 122nd year of Ascendancy at 11:08 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Mattyroo the Cornac Adventurer level 30
71st Haze 122nd year of Ascendancy at 22:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mattyroo the Cornac Adventurer level 10
1st Dusk 122nd year of Ascendancy at 10:41 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mattyroo the Cornac Adventurer level 21
12nd Haze 122nd year of Ascendancy at 19:29 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Mattyroo the Cornac Adventurer level 23
25th Haze 122nd year of Ascendancy at 07:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mattyroo the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 07:40 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mattyroo the Cornac Adventurer level 20
76th Dusk 122nd year of Ascendancy at 12:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mattyroo the Cornac Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 13:09 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mattyroo the Cornac Adventurer level 20
75th Dusk 122nd year of Ascendancy at 20:57 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mattyroo the Cornac Adventurer level 22
16th Haze 122nd year of Ascendancy at 22:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mattyroo the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 23:13 see stats
Log
Mattyroo's spell attains critical power!
Mattyroo performs a melee critical strike against Something!
Mattyroo's spell attains critical power!
Mattyroo's spell attains critical power!
Mattyroo's spell attains critical power!
Mattyroo performs a melee critical strike against Something!
Something misses Mattyroo.
Mattyroo hits Something for (192 absorbed), 0 cold, (5 absorbed), 0 physical (0 total damage).
Mattyroo hits Something for (100 absorbed), 0 cold, (5 absorbed), 0 lightning, (6 absorbed), 0 cold, (6 absorbed), 0 physical, (164 absorbed), 0 cold, (6 absorbed), 0 physical (0 total damage).
Mattyroo hits Something for (97 absorbed), 0 cold, (6 absorbed), 0 lightning, (6 absorbed), 0 cold, (6 absorbed), 0 physical, (168 absorbed), 18 cold, 6 physical (24 total damage).
Mattyroo hits Something for 51 cold, (1 to ice), 2 physical (53 total damage).
Mattyroo is not stunned anymore.
Mattyroo's spell attains critical power!
Mattyroo's spell attains critical power!
Mattyroo shrugs off Something's 'Weakness Disease'!
Mattyroo converts some damage to Psi!
Burning from Skeleton mage hits Mattyroo for (39 flat reduction), 6 to psi, 17 fire (22 total damage).
Something hits Mattyroo for (7 flat reduction), 0 physical (0 total damage).
Something misses Mattyroo.
Something misses Mattyroo.
Mattyroo HEALS from blight damage!
Mattyroo converts some damage to Psi!
Something hits Something for 63 physical, 54 arcane (116 total damage).
Something hits Mattyroo for (9 flat reduction), 0 blight, 4 healing (2 psi heal) (0 total damage) [6 healing].
Mattyroo receives 1 healing (1 psi heal) from Something.
Mattyroo receives 1 healing (1 psi heal) from Something.
Mattyroo receives 1 healing (1 psi heal) from Something.
Something hits Mattyroo for (39 flat reduction), 10 to psi, 29 fire (39 total damage).
Mattyroo receives 1 healing (1 psi heal) from Something.


















































































































