















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/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. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Drake's Bane at level 23 on the 21st Pyre 123rd year of Ascendancy at 15:35 / 1 |
Primary Stats
| Strength | 37 (base 27) |
| Dexterity | 25 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 55 (base 47) |
| Willpower | 33 (base 23) |
| Cunning | 41 (base 23) |
Resources
| Mana | 297/347 |
| Life | -511/310 |
| Paradox | 3122 |
| Soul | 10/10 |
| Equilibrium | 96 |
| Vim | 110/188 |
| Steam | 100/100 |
| Stamina | 224/224 |
| Psi | 0/268 |
| Healing Factor | 1.3611363549268 |
| Regeneration | 25.65742029037 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Cold | +6% |
| Fire | +3% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 26 (35.65183292883%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 5 |
| Physical Save | 30.4 |
| Spell Save | 26.4 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 31%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 30%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 17% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 648 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant acid ant. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. | 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 within2 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! | done |
Equipment
| Psionic focus | Spellblaze Shard (120% power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +3 Corrosive Slashes +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| On hands | hardened leather gloves 'Hailsin' (20 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +8 (+4 eff.) Dmg.mod +6% cold ----- def ----- Armour +2 Defense +20 (+7 eff.) Die.at -80.00 life Unarmed combat: Power 121% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 2/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 89.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 89.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | hardened leather hat 'Weepmonster' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +6% fire +6% nature +3% mind Mind.save +7 (+4 eff.) A hat made of leather. Very stylish. |
| On feet | Taregolin (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +3% blight +3% temporal +5% arcane +6% nature Phys.save +6 (+2 eff.) HP.reg +3.00 Heal.mod +13% A pair of boots made of leather. |
| Tool | Flashmalice the ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% cold +3% light +3% fire Spell.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 13 light Ranged+ 10 light Dmg.mod +13% light Rings make your fingers look great! |
| 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: 123.22 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Lisarerima0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +10 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +12% mind ----- def ----- Fatigue -6% Resists +9% light +3% fire Mind.save +3 (+2 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
| In main hand | Rainraider the dwarven-steel steamsaw (117% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +16 cold On Crit.r2 +4 light On Hit: * 20 arcane resource burn Uses 1.0 Steam While equipped: Stats +4 Str +4 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% temporal +9% cold ---------- misc Talents +3 Flame Bolts +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! |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +8 Cun +5 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
| In off hand | dwarven-steel steamsaw 'Noonqueen' (117% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Crit.r2 +16 light Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% acid +10% mind +6% lightning Phys.save +12 (+5 eff.) HP.reg +4.00 ---------- 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! |
| Cloak | cashmere cloak 'Flashbone' (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to slow global speed by 48% * 10 arcane resource burn ----- def ----- Defense +11 (+4 eff.) Resists +3% darkness Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gunarek (6 def, 10 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Max.HP +38.00 HP.reg +5.60 Heal.mod +12% ---------- misc Max.hate +2.00 A suit of armour made of leather. |
Inventory
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 250; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 250 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. Press to compare to your current inscriptions |
blink rune of the wizard (range 6; phase 18; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 75; cd 15)0.1 rune scroll [Ego] 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 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 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 38; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 38 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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. |
6 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. |
2 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. |
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. |
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. |
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. |
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. |
schematic: Flash 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. |
2 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. |
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. |
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. |
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. |
3 schematic: Second Skin0.1 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. |
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. |
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. |
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. |
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. |
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. |
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. |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
Haludil0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Mind.pwr +15 (+7 eff.) Res.pen +5% mind On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Mind.save +6 (+3 eff.) Amulets make your neck look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
Deepspride the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Acc +9 (+3 eff.) Apr +9 Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce damage dealt by 18% * 20% chance to reduce armor by 30% ----- def ----- Defense +8 (+3 eff.) Resists +9% acid Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 130% 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 make your fingers look great! |
marksman's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% darkness Acc +4 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
mule's steel ring of arcana (+0.19/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Silence- +20% ---------- misc Max.enc +20 Mana/turn +0.19 Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
titan's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
gold ring 'Islanne'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +13% lightning +12% physical +12% acid ----- def ----- Resists +26% lightning +3% temporal +24% acid Max.HP +32.00 Disarm- +20% Pinning- +30% Knockbk- +31% Rings make your fingers look great! |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
ash vilestaff 'Adelewen' (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire Res.pen +15% acid Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Hardiness +4% Resists +6% mind Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash vilestaff of might (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego+] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +8% Spell.pwr +10 (+4 eff.) Dmg.mod +15% acid ----- def ----- HP.reg +0.70 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of the prodigy (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Mag +8 Wil +7 Cun +3 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+6 eff.) S.pwr/crit +6 Dmg.mod +20% arcane ----- def ----- HP.reg +0.50 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel longsword 'Halederorak' (114% power, 14 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +14% While equipped: Stats +5 Wil dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +15% physical Acc +25 (+8 eff.) Melee Ret 4 physical Sharp, long, and deadly. |
steel longsword 'Woesorrow' (110% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 darkness +7 nature On Crit.r2 +4 physical On Hit: * 10% chance to slow global speed by 48% While equipped: Stats +1 Str dps ---------- Melee Ret 4 darkness ----- def ----- Defense +5 (+2 eff.) Resists +3% darkness Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace of rage (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +13 (+4 eff.) ----- def ----- Disease- +17% Blunt and deadly. |
enhanced dwarven-steel waraxe of amnesia (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +7 Str +3 Dex +4 Mag +5 Wil +5 Cun +5 Con One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 90.05 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger of the mystic (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger of enduring (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +20.00 Sharp, short and deadly. |
swashbuckler's steel steamsaw of arcane resistance (+13%) (105% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: Stats +2 Str +3 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +13% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Gunydur (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 131% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Crit.r2 +14 lightning +14 cold Uses 1.0 Steam When used to Attack: Melee+ +10 cold While equipped: Stats +1 Wil dps ---------- Mind.pwr +25 (+11 eff.) Mov.spd +27% Res.pen +8% lightning +7% cold +8% all Acc +10 (+3 eff.) Apr +7 On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% cold ---------- misc See.Invis +9 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! |
strafer's steel steamgun of lightning4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ce'Nelle the Crackleusher (0 def, 4 armour, 112% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Dmg.mod +12% lightning ----- def ----- Armour +4 Fatigue +8% Resists +14% physical ---------- misc Equi/ret +0.20 Infravis +3 See.Invis +12 Talents +1 Block Handheld deflection devices. |
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 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 31.73 to 39.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cashmere robe 'Blizzardream' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid +15% cold +14% nature +14% physical Res.pen +5% acid +10% cold ----- def ----- Resists +14% physical +28% cold +11% all Poison- +28% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +11% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Dazzlevalor (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Wil +4 Mag dps ---------- Res.pen +15% light ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +32.00 Infravis +3 Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elenotozor (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 darkness Dmg.mod +6% darkness Apr +4 Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +2 Resists +7% darkness +1% physical Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nighthunter the hardened leather gloves (15 def, 6 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Melee+ 9 darkness Dmg.mod +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +10% darkness ---------- misc Max.stam +20.00 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Torchkill (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Wil dps ---------- Mind.pwr +20 (+9 eff.) Melee+ 7 cold Dmg.mod +5% cold Res.pen +10% fire ----- def ----- Armour +2 Resists +6% cold ---------- misc Equi/ret +0.04 Max.hate +4.00 Max.psi +30.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +6 Dex +2 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +11.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +20% Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 112% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Abysswrest (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str dps ---------- Melee+ 9 temporal Ranged+ 11 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal +12% nature +6% fire Max.HP +100.00 HP.reg +4.00 Unarmed combat: Power 123% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Neridavea the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +4 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +4% physical +3% nature +3% fire HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +28.00 Unarmed combat: Power 118% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+3 eff.) Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A hat made of leather. Very stylish. |
Layyriatta (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +15 (+8 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Mind.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 Hate/m.crit +1.00 Max.stam +30.00 A hat made of leather. Very stylish. |
6 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. |
6 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. |
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. |
2 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. |
3 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. |
7 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. |
9 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. |
13 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. |
25 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. |
Bloomraze the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +20% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% blight +3% acid HP.reg +2.00 ---------- misc Light +4 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. |
Radhamnir2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +5% arcane Spell.save +15 (+6 eff.) Mind.save +9 (+5 eff.) Die.at -80.00 life Disarm- +10% ---------- misc 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. |
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. |
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. |
Glorura the Stormsage (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 lightning ----- def ----- Defense +5 (+2 eff.) Fatigue -4% Resists +9% cold Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hydar the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +10% temporal ----- def ----- Armour +2 Defense +30 (+10 eff.) Resists +12% nature Mind.save +6 (+3 eff.) Die.at -40.00 life Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Duradetir the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +20 (+8 eff.) S.pwr/crit +8 Res.pen +15% arcane ----- def ----- Spell.save +12 (+5 eff.) ---------- misc Max.mana +40.00 Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration 'Healstreak' [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+9 eff.) Res.pen +10% nature ----- def ----- Defense +15 (+5 eff.) Resists +6% fire HP.reg +4.00 Fire a magical bolt dealing 110 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By DaemoNeckMechTank the Cornac Adventurer level 18
36th Regrowth 123rd year of Ascendancy at 05:48 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DaemoNeckMechTank the Cornac Adventurer level 16
46th Haze 122nd year of Ascendancy at 08:07 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By DaemoNeckMechTank the Cornac Adventurer level 15
32nd Haze 122nd year of Ascendancy at 14:39 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By DaemoNeckMechTank the Cornac Adventurer level 10
3rd Haze 122nd year of Ascendancy at 13:40 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By DaemoNeckMechTank the Cornac Adventurer level 20
72nd Regrowth 123rd year of Ascendancy at 05:19 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By DaemoNeckMechTank the Cornac Adventurer level 11
10th Haze 122nd year of Ascendancy at 05:40 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By DaemoNeckMechTank the Cornac Adventurer level 9
1st Haze 122nd year of Ascendancy at 08:59 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By DaemoNeckMechTank the Cornac Adventurer level 10
5th Haze 122nd year of Ascendancy at 16:03 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DaemoNeckMechTank the Cornac Adventurer level 15
27th Haze 122nd year of Ascendancy at 04:56 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By DaemoNeckMechTank the Cornac Adventurer level 17
7th Regrowth 123rd year of Ascendancy at 10:50 see stats
Log
Mindrot hits DaemoNeckMechTank for 2 to psi, (3 converted), 6 mind, (29 blocked), 0 darkness (8 total damage).
DaemoNeckMechTank shares damage with her oozes!
DaemoNeckMechTank converts some damage to Psi!
DaemoNeckMechTank converts damage to paradox!
Something hits Something for 3 blight damage.
Something hits Something for (1 to psi shield), 2 blight (2 total damage).
Something hits Something for 9 blight damage.
Something hits Something for (4 to psi shield), 7 blight (7 total damage).
Something hits Something for 52 cold damage.
Something hits Something for 49 cold damage.
Something hits Something for 35 cold damage.
Something hits Something for 3 fire damage.
Something hits DaemoNeckMechTank for (1 to psi shield), 0 to psi, 0 fire (0 total damage).
Something hits Something for 2 fire damage.
Reality Smearing hits DaemoNeckMechTank for (0 converted) damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
DaemoNeckMechTank has been overwhelmed.
Something performs a melee critical strike against Something!
Something cleaves through DaemoNeckMechTank!
Something performs a melee critical strike against DaemoNeckMechTank!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
Something performs a melee critical strike against DaemoNeckMechTank!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
DaemoNeckMechTank is disarmed!
Something performs a melee critical strike against Something!
DaemoNeckMechTank shares damage with her oozes!
DaemoNeckMechTank converts some damage to Psi!
DaemoNeckMechTank converts damage to paradox!
Something hits DaemoNeckMechTank for (16 to psi shield), (90 blocked), (149 resilience), 12 to psi, (20 converted), 46 physical, (16 to psi shield), (90 blocked), (544 resilience), 24 to psi, (39 converted), 91 physical, (16 to psi shield), (90 blocked), (422 resilience), 3 to psi, (46 converted), 107 physical (283 total damage).
DaemoNeckMechTank the level 23 cornac adventurer was maimed to death by a Poltergeist Drake's Bane on level 3 of Ruined halfling complex.






















































































































