











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 30 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Xerybreda the white worm mass at level 12 on the 3rd Flare 122nd year of Ascendancy at 05:14 0 / 8Killed by Salubrema the shimmering crystal at level 13 on the 6th Dusk 122nd year of Ascendancy at 15:08 Killed by Spellblaze Crystal at level 14 on the 8th Dusk 122nd year of Ascendancy at 10:45 Killed by Spellblaze Crystal at level 14 on the 8th Dusk 122nd year of Ascendancy at 12:46 Killed by Forest Troll Hedge-Wizard at level 19 on the 61st Dusk 122nd year of Ascendancy at 22:02 Killed by Forest Troll Hedge-Wizard at level 19 on the 61st Dusk 122nd year of Ascendancy at 22:35 Killed by Layovena the greater faeros at level 29 on the 8th Decay 122nd year of Ascendancy at 19:15 Killed by Nereldath the blade horror at level 30 on the 6th Allure 123rd year of Ascendancy at 01:10 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 72 (base 60) |
| Constitution | 24 (base 10) |
| Magic | 47 (base 27) |
| Willpower | 24 (base 11) |
| Cunning | 55 (base 44) |
Resources
| Life | -29/717 |
| Stamina | 135/232 |
| Steam | 100/100 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 3.631119069294 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 39.172317758494 |
| See Invisible | 57.172317758494 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 70 |
| Crit Chance | 32% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +24% |
| Nature | +15% |
| Darkness | +12% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +50% |
| Physical | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 57.683544434606 (100%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Confusion Resistance | 10% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| 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 118% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 96 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 108% efficiency and cooldown mod of 51%. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glybrebreda (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Cun +3 Con ----- def ----- Armour +3 Resists +3% acid Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Light +2 Infravis +3 See.Invis +15 Rush: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | pouch of stralite shots 'Halatir' (21/21, 52-62 power, 5 apr)3.0 T4 shot ammo [Random Unique] Nature/Master Power 52.0 - 62.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 Phasing +30% Ranged+ +10 nature +20 blight On Hit: * 20% chance to create vines that bind the target to the ground dealing 137 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Chokor'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Mag ----- def ----- Max.HP +46.00 ---------- misc Psi/ret +0.08 Max.psi +40.00 Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Turiroddablek the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil +4 Con dps ---------- Phys.pwr +16 (+5 eff.) Res.pen +15% physical Acc +20 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +9% physical Phys.save +7 (+3 eff.) A cap made of leather. |
| On hands | hardened leather gloves 'Beryblek' (15 def, 4 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +1 Mag +2 Cun dps ---------- Acc +19 (+5 eff.) ----- def ----- Armour +4 Defense +15 (+4 eff.) Resists +7% light +6% darkness Phys.save +6 (+3 eff.) HP.reg +3.00 Disarm- +80% ---------- misc Stam/turn +1.00 Max.stam +10.00 Infravis +1 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 60.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Dawndredge the yew totem of healing [power 266] (9/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +2 Resists +3% blight ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 38.37 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Poroth the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +18 (+6 eff.) Melee+ 13 physical Ranged+ 13 physical Dmg.mod +10% light On Hit (Melee): * 12% chance to reduce all saves and defense by 23 On Hit (Ranged): * 13% chance to reduce all saves and defense by 23 ----- def ----- Resists +20% light +9% temporal ---------- misc Hate/m.crit +2.00 Max.mana +60.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | hardened leather sling 'Frigidgrinder' 4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: * applies a stacking poison dealing 32 damage per turn While equipped: Stats +2 Dex dps ---------- Melee Ret 10 cold On Hit (Ranged): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% lightning Mind.save +12 (+6 eff.) Max.HP +80.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | blurring rough leather belt of carrying 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Fatigue -5% Stealth +5 ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | wrathful dwarven-steel shield of the stars (0 def, 6 armour, 30-36 power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +13 light +12 darkness On Crit.r2 +10 light +15 fire While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +11% light +12% darkness On shield block: * Deals 106 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +9% fire +21% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Dairomas the Unlightslice (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +15% cold +9% light +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 18 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +18 Hardiness +50% Defense +10 (+3 eff.) Fatigue +3% Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant of the titan (efficiency 97% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 70%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 165% / cooldown 94%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 94%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
starlit copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets make your neck look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Stormsweep the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Str +2 Dex +5 Wil dps ---------- Dmg.mod +6% lightning +12% mind +14% nature ----- def ----- Resists +12% mind +28% nature Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +10% fire +12% lightning +15% cold Rings make your fingers look great! |
pixie's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +7 Mag dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 10 light Ranged+ 21 light Dmg.mod +12% light Rings make your fingers look great! |
solipsist's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +54.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
inquisitor's stralite battleaxe of enduring (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Disrupt Power 46.0 - 69.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +13 Con +13 Wil ----- def ----- Max.HP +41.00 Massive two-handed battleaxes. |
enhanced dwarven-steel dagger of massacre (25-32 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +6 Mag +7 Wil +6 Cun +5 Con Sharp, short and deadly. |
stormbringer's stralite dagger of torment (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +17 lightning +9 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +25% Res.pen +13% lightning +13% cold Sharp, short and deadly. |
inquisitor's stralite greatsword of dampening (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Disrupt Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +16% acid +10% lightning +14% cold +10% fire +3% all Spell.save +13 (+6 eff.) Massive two-handed swords. |
truestriking stralite greatsword of evisceration (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Res.pen +13% physical Acc +19 (+5 eff.) Apr +12 Massive two-handed swords. |
Cautery Sword (40-56 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Str 28 [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Emelidamina the steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Res.pen +5% mind ----- def ----- Resists +2% physical +6% temporal Spell.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Psi/ret +0.16 Blunt and deadly. |
truestriking steel mace (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +8 (+2 eff.) Apr +6 Blunt and deadly. |
Betariwyn (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +4 temporal While equipped: dps ---------- Spell.crit +1% Mind.crit +3% Crit.mult +5.00% Mind.pwr +13 (+6 eff.) Melee+ 10 cold Dmg.mod +3% blight +6% cold Res.pen +6% cold ----- def ----- Armour +14 Resists +11% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.16 Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 72.91 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown 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. |
honing vined mindstar of venom (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 acid Dmg.mod +7% acid +4% physical Res.pen +6% acid +3% physical ----- def ----- Resists +6% acid +3% physical HP.reg +2.00 ---------- 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. |
Ravenbait (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +11 Mag +8 Wil +14 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +7 Dmg.mod +12% darkness +29% physical Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +11 (+3 eff.) ---------- misc Max.stam +20.00 Wards +2 physical Talents +3 Ward +1 Command Staff On Spell Hit: 10% Curse of Impotence 3 Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Cracklequill' (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Mag +8 Wil +9 Cun dps ---------- Spell.crit +10% Spell.pwr +14 (+5 eff.) S.pwr/crit +7 Dmg.mod +32% blight +3% lightning Res.pen +15% blight +15% lightning Phasing +17% ----- def ----- Defense +13 (+3 eff.) Resists +3% blight Shield.pwr +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Zerarokhad'4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 cold Uses 2.0 Steam While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +12% blight +12% cold +6% arcane ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazebringer's stralite steamsaw of cold resistance (+20%) (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Nature/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 On Crit.r2 +33 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +7% Res.pen +10% fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +20% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming stralite steamsaw of lightning resistance (+19%) (28-43 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego] Nature/Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam When used to Attack: On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 6 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +19% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental steel waraxe of crippling (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 71 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +7% lightning Res.pen +8% lightning One-handed war axes. |
noble's hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +15% Summoned Anom.red +10 Max.HP +70.00 ---------- misc Max.mana +38.00 Max.stam +32.00 Max.hate +12.00 Max.psi +22.00 Max.vim +25.00 Max.P.En +31.00 Max.N.En +23.00 A belt that goes around your waist. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.07 to 41.33 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
focusing cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Mag +6 Wil ----- def ----- Resists +8% blight +11% all Max.HP +57.00 HP.reg +3.50 Heal.mod +14% ---------- misc Mana/turn +0.23 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Resists +8% fire +8% cold Blindside: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of strength (+3) (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Mind.save +10 (+5 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 8 lightning Dmg.mod +5% lightning Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% blight +6% lightning Spell.save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +16 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Chargewing the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% temporal +16% nature Res.pen +15% temporal Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +24% nature +9% temporal A pointy cloth hat, very wizardly... |
hardened leather cap 'Flashpain' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +6% fire ---------- misc Light +3 Infravis +2 A cap made of leather. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +18 (+8 eff.) A suit of armour made of mail. |
radiant steel mail armour of natural resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +24% blight +10% darkness +11% nature D.Red.from +7% Unnatural ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +8% acid +5% cold HP.reg +3.90 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of mail. |
Aerobressra the reinforced leather armour (22 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +6 Dex +5 Mag +6 Wil +5 Cun dps ---------- Dmg.mod +3% blight ----- def ----- Armour +7 Defense +22 (+5 eff.) Fatigue +8% Resists +6% lightning +19% temporal +14% light +6% mind +3% nature +10% darkness Max.HP +44.00 A suit of armour made of leather. |
cleansing hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% blight +12% nature +17% lightning A suit of armour made of leather. |
cleansing reinforced leather armour of clarity (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +12% blight +14% nature +7% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +6% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
reinforced leather armour of the deep (12 def, 9 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +12 (+3 eff.) Fatigue +8% Resists +9% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
rejuvenating dwarven-steel plate armour of command (8 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +16 Defense +8 (+2 eff.) Fatigue +22% Mind.save +10 (+5 eff.) HP.reg +3.30 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
dwarven-steel shield of winter (0 def, 6 armour, 30-36 power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Tarruharadufang the quiver of yew arrows (22/22, 40-56 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Master/Psionic Power 40.0 - 56.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 22 Proj.spd +200% Ranged+ +12 cold On Crit.r2 +17 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
10 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. |
516 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. |
3 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Falabers the Hailknight (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +3% light +6% cold ----- def ----- Fatigue -5% Resists +6% cold ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
11 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. |
Beiharavon the Singehunger2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% fire Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +3.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 65% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 255] powerful healing salve [power 255]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 65% cooldown modifier. Heal 255 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful pain suppressor salve [power 221] powerful pain suppressor salve [power 221]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 65% cooldown modifier. Let you fight up to -221 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 65% cooldown modifier. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
8 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. |
evasive yew wand of clairvoyance [power 11] (9/13 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to gain a 13% 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. |
warded yew wand of lightning storm [power 278] (9/13 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 acid +3 lightning +4 light +3 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
10 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ham Gravy the Cornac Skirmisher level 18
50th Dusk 122nd year of Ascendancy at 03:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ham Gravy the Cornac Skirmisher level 23
57th Haze 122nd year of Ascendancy at 04:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ham Gravy the Cornac Skirmisher level 29
8th Decay 122nd year of Ascendancy at 20:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ham Gravy the Cornac Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 15:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ham Gravy the Cornac Skirmisher level 20
62nd Dusk 122nd year of Ascendancy at 16:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ham Gravy the Cornac Skirmisher level 30
5th Allure 123rd year of Ascendancy at 07:16 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Ham Gravy the Cornac Skirmisher level 22
9th Haze 122nd year of Ascendancy at 15:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ham Gravy the Cornac Skirmisher level 30
5th Allure 123rd year of Ascendancy at 18:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ham Gravy the Cornac Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 05:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ham Gravy the Cornac Skirmisher level 18
61st Dusk 122nd year of Ascendancy at 04:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ham Gravy the Cornac Skirmisher level 25
60th Haze 122nd year of Ascendancy at 06:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ham Gravy the Cornac Skirmisher level 16
11st Dusk 122nd year of Ascendancy at 18:42 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Ham Gravy the Cornac Skirmisher level 19
61st Dusk 122nd year of Ascendancy at 22:35 see stats
Log
Rime Wraith from Nereldath the blade horror hits Skeleton mage for 53 healing, 53 healing (0 total damage) [106 healing].
Rime Wraith from Nereldath the blade horror hits Armoured skeleton warrior for 71 healing, 71 healing, 71 healing (0 total damage) [213 healing].
Rime Wraith from Nereldath the blade horror hits Ham Gravy for (29 flat reduction), 63 cold (63 total damage).
Skeleton mage hits Ham Gravy for (29 flat reduction), (117 reacted , -5 stam), 192 cold, (0 flat reduction), 0 arcane (192 total damage).
Skeleton mage hits Armoured skeleton warrior for 0 cold, 0 arcane (0 total damage).
Ham Gravy activates his Dawndredge the yew totem of healing!
Ham Gravy slows down.
Ham Gravy receives 297 healing.
Rime Wraith from Nereldath the blade horror hits Ham Gravy for (29 flat reduction), 107 cold (107 total damage).
Skeleton mage receives 53 healing from Rime Wraith from Nereldath the blade horror.
Rime Wraith from Nereldath the blade horror hits Armoured skeleton warrior for 71 healing, 71 healing (0 total damage) [142 healing].
Rime Wraith from Nereldath the blade horror hits Ham Gravy for (29 flat reduction), 107 cold (107 total damage).
Skeleton mage casts Manathrust.
Ham Gravy reacts to damage from Skeleton mage, mitigating the blow!.
Skeleton mage receives 53 healing from Rime Wraith from Nereldath the blade horror.
Rime Wraith from Nereldath the blade horror hits Armoured skeleton warrior for 71 healing, 71 healing (0 total damage) [142 healing].
Rime Wraith from Nereldath the blade horror hits Ham Gravy for (29 flat reduction), 81 cold (81 total damage).
Skeleton mage hits Ham Gravy for (29 flat reduction), (94 reacted , -5 stam), 154 cold, (0 flat reduction), 0 arcane (154 total damage).
Skeleton mage hits Armoured skeleton warrior for 0 cold, 0 arcane (0 total damage).
Ham Gravy uses Tumble.
Ham Gravy uses Evasion.
Ham Gravy tries to evade attacks.
Talent Block is ready to use.
Talent Implant: Medical Injector is ready to use.
Rime Wraith from Nereldath the blade horror hits Ham Gravy for (29 flat reduction), 41 cold (41 total damage).
Armoured skeleton warrior receives 71 healing from Rime Wraith from Nereldath the blade horror.
Ham Gravy the level 30 cornac skirmisher was frozen to death by Nereldath the blade horror on level 3 of Lake of Nur.




























































































































