















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Annihilator |
| Level / Exp | 30 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Glorevena the storm drake at level 30 on the 48th Haze 122nd year of Ascendancy at 03:23 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 62 (base 44) |
| Constitution | 20 (base 10) |
| Magic | 57 (base 37) |
| Willpower | 32 (base 10) |
| Cunning | 91.8 (base 48) |
Resources
| Life | -13/565 |
| Steam | 45/100 |
| Healing Factor | 1.087058885578 |
| Regeneration | 4.6200002637066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 9 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 55 |
| Crit Chance | 36% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +3% |
| Cold | +18% |
| Mind | +7% |
| Physical | +27% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +35% |
| Lightning | +30% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 28 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 32%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 38%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 0% |
| Confusion Resistance | 20% |
| Knockback Resistance | 10% |
| Stun Resistance | 75% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic 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 148% efficiency and cooldown mod of 51%. Its effects scale with your Magic 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 177% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% 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 Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 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 Wrathroot. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. 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.' * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +6 (+3 eff.) Pinning- +110% Knockbk- +10% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 16/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | Chargepeal the pouch of steel shots (21/21, 20-25 power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Rld cld 6 Ranged+ +25 mind On Crit.r2 +8 lightning +12 mind On Hit: * 10% chance to reduce all saves and defense by 27 * 20 arcane resource burn * 20% chance to slow global speed by 54% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Jetminister'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind Res.pen +10% darkness ----- def ----- Resists +12% lightning +12% fire +6% nature +3% blight ---------- misc Light +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 | Bochak the hardened leather cap (18 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +4 Wil +11 Cun dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +18 (+4 eff.) Fatigue +3% Resists +12% acid Mind.save +9 (+3 eff.) ---------- misc Infravis +3 A cap made of leather. |
| On hands | Flameguile (0 def, 9 armour) 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Melee+ 8 physical Dmg.mod +5% physical Res.pen +20% fire ----- def ----- Armour +9 Crit.chn- 15.00% ---------- misc Talents +2 Toxic Cannister Launcher Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fulyyon the Furnaceire [power 188] (2/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Cun +2 Mag ----- def ----- Resists +12% fire Crit.chn- 15.00% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Earodranik0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Dex dps ---------- Melee+ 8 physical Ranged+ 7 physical Acc +10 (+4 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ----- def ----- Resists +6% lightning Phys.save +16 (+6 eff.) HP.reg +3.00 Stun/Frz- +25% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | solipsist's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) 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 143% 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! |
| Around neck | Woehash the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mind.crit +2% Mov.spd +10% ----- def ----- Fatigue -5% Resists +10% mind Mind.save +7 (+3 eff.) HP.reg +1.00 Blind- +14% Confus- +20% ---------- misc Stam/turn +0.40 Psi/ret +0.08 Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun 'Cloudworth' 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +4 lightning On Hit.r1 +12 lightning On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Steampwr +8 (+2 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Resists +6% blight +6% lightning ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Shocktyphoon' 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +3 (+1 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +3% lightning +3% cold Res.pen +5% lightning ----- def ----- Resists +26% lightning +8% temporal +6% cold Phys.save +9 (+4 eff.) A belt that goes around your waist. |
| In off hand | iron shield 'Breezebloom' (0 def, 5 armour, 8-10 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +16 physical While equipped: Stats +1 Str +2 Wil dps ---------- Melee Ret 2 nature ----- def ----- Armour +5 Fatigue +8% Resists +3% lightning +3% temporal +12% light +10% physical Shield.near.proj +22 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Sleetsweep the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +5 Mag +1 Wil dps ---------- Dmg.mod +3% cold Melee Ret 4 physical ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning Stun/Frz- +50% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing silk robe of alchemy (0 def, 4 armour) 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +5% acid +11% physical +9% fire +12% cold ----- def ----- Armour +4 Resists +14% acid +14% physical +13% fire +16% cold +13% all Crit.chn- 14.00% ---------- misc Mana/turn +0.12 Psi/turn +0.34 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 259; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
3 schematic: Air Recycler0.1 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: Alchemist's Helper0.1 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: 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. |
schematic: Back Support0.1 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: Corrosive 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. |
3 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. |
2 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: Flash Powder0.1 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: 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. |
schematic: Grounding Strap0.1 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: Headlamp0.1 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: 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: Itching Powder0.1 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: Kinetic Stabiliser0.1 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: Magnetic 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: Mana Coil0.1 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. |
2 schematic: Razor Edge0.1 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. |
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: Shocking Edge0.1 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: 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. |
schematic: Spring Grapple0.1 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: 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. |
2 schematic: Steamsaw0.1 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: Thunderclap 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: 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. |
2 schematic: Unstoppable Force 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: Water 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. |
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. |
Aeriredin the Gloombreak0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +18% cold Res.pen +10% darkness +10% acid Melee Ret 8 darkness ----- def ----- Resists +12% acid +6% cold +6% darkness Phys.save +8 (+3 eff.) Max.HP +39.00 HP.reg +2.00 Amulets make your neck look great! |
Cobrablow0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% mind On Hit (Melee): * 10% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +3% mind HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Ivytira (34-50 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Armour +6 Resists +24% acid +21% cold +6% fire Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
truestriking stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +9 Sharp, short and deadly. |
truestriking stralite dagger of rage (32-42 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 32.0 - 41.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +5% physical Res.pen +9% physical Acc +16 (+5 eff.) Apr +5 Sharp, short and deadly. |
Ereminarihir the Scorchburst (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +20 arcane On Crit.r2 +8 fire While equipped: Stats +3 Dex +6 Mag +3 Cun dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +12 (+3 eff.) Resists +5% arcane Disarm- +34% ---------- misc See.Invis +6 Massive two-handed mauls. |
truestriking steel greatmaul of enduring (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +10 Con +12 Wil dps ---------- Res.pen +10% physical Acc +13 (+5 eff.) Apr +10 ----- def ----- Max.HP +24.00 Massive two-handed mauls. |
truestriking dwarven-steel greatsword of erosion (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Res.pen +9% physical Acc +17 (+6 eff.) Apr +10 Massive two-handed swords. |
Poleth4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +5 Atk.spd 100% Range +7 Proj.spd +200% On Hit.r1 +12 physical While equipped: dps ---------- Phys.crit +5.0% Crit.mult +20.00% Res.pen +20% acid Acc +12 (+4 eff.) ----- def ----- Resists +3% acid ---------- misc Stam/turn +3.00 Longbows are used to shoot arrows at your foes. |
Duathelbreeze the steel longsword (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire While equipped: dps ---------- Dmg.mod +9% darkness +9% fire Res.pen +25% lightning +9% all Acc +9 (+3 eff.) Apr +8 Melee Ret 10 darkness ----- def ----- Resists +12% darkness Sharp, long, and deadly. |
inquisitor's pulsing mindstar (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Islibrewyn' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind 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 +2 Str +4 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+1 eff.) Dmg.mod +9% acid +21% blight Res.pen +10% blight ----- def ----- Resists +24% acid ---------- 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. |
Runysarig (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +6 Con dps ---------- Spell.crit +15% Crit.mult +24.00% Spell.pwr +18 (+7 eff.) Dmg.mod +25% fire ----- def ----- Defense +8 (+2 eff.) Resists +3% acid Spell.save +6 (+3 eff.) HP.reg +1.00 Heal.mod +16% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
imbued ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag 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% light ---------- misc Talents +1 Command Staff On Spell Hit: 10% Curse of Death 2 Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +27 (+10 eff.) Melee+ 16 fire Dmg.mod +25% physical ---------- misc Mana/turn +0.24 See.Invis +10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.11 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +27 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +9% fire ----- def ----- Resists +10% acid +10% lightning +9% cold +10% fire +5% all Spell.save +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Deepsquake (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Arcane/Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +73 Melee+ +4 darkness +9 light Against +17% Undead On Hit: * 20% chance to reduce damage dealt by 22% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Melee Ret 4 arcane ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% temporal ---------- misc Talents +2 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (297) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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! |
Harihir (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind While equipped: Stats +2 Con dps ---------- Mind.crit +1% Phys.pwr +8 (+3 eff.) Dmg.mod +3% mind Res.pen +9% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +3% acid Disarm- +20% ---------- misc Psi/ret +0.16 Max.psi +40.00 One-handed war axes. |
rough leather belt 'Bregydur'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +2% physical Spell.save +6 (+3 eff.) Max.HP +20.00 Poison- +10% ---------- misc Size +1 A belt that goes around your waist. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+6 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
dreamer's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% acid +11% physical +11% fire +11% cold ----- def ----- Resists +17% acid +13% physical +16% darkness +14% fire +11% cold +13% mind +13% all Phys.save +13 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +22 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of lightning (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +15% lightning On Melee Ret: * 5% chance to slow global speed by 54% * 5 arcane resource burn ----- def ----- Resists +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +9% acid +10% physical +10% temporal +8% fire +8% arcane +7% cold ----- def ----- Resists +11% acid +12% physical +10% fire +10% cold +11% all ---------- misc Max.mana +24.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stealthy pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +5 Dex +2 Con +8 Lck ----- def ----- Armour +3 Stealth +7 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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. |
Duraruilin the dwarven-steel gauntlets (20 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% Acc +25 (+8 eff.) Apr +2 ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +3% Phys.save +6 (+3 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.10 Max.stam +20.00 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex 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. |
Islemina the Strikerend (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning +6% darkness Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +5% cold ---------- misc Max.hate +6.00 Breathe water A hat made of leather. Very stylish. |
dragonslayer's hardened leather hat of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +7% fire +8% lightning +8% cold A hat made of leather. Very stylish. |
Abyssmark the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Nature While equipped: dps ---------- Res.pen +25% fire +10% physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +3% blight +12% fire +15% lightning Phys.save +3 (+2 eff.) HP.reg +4.20 ---------- misc Stam/turn +1.10 Max.stam +20.00 A suit of armour made of mail. |
cleansing cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Disrupt/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +13% nature +11% blight A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +27% fire +14% light +10% darkness A suit of armour made of leather. |
Chamoradar the Galefurnace (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +21% mind +9% blight Res.pen +5% mind ----- def ----- Armour +9 Fatigue +22% Resists +9% lightning +19% temporal +12% mind A suit of armour made of metal plates. |
Falantir (0 def, 10 armour, 11-13 power, 83 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +83 Melee+ +8 physical On Crit.r2 +4 physical While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +19% lightning Spell.save +15 (+7 eff.) Max.HP +100.00 Cut- +20% Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Brightstalker the quiver of ash arrows (17/17, 18-26 power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 blight +15 nature +12 light On Hit.r1 +20 light +20 acid On Crit.r2 +12 blight +20 light Arrows are used with bows to pierce your foes to death. |
11 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. |
572 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. |
4 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 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. |
Elydhenor the Mirequick (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% nature +10% physical ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +12% nature +7% physical +6% light +9% fire Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
2 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 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. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 147 Puts Talent Medical Injector on 15 cooldown 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. |
barbed pouch of stralite shots of accuracy (23/23, 50-61 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +5 Crit +14.5% Capacity 23 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
Beralakath [power 105] (2/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Con ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Die.at -80.00 life Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 116] (2/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 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. |
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. |
5 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. |
9 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. |
9 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Erlna the Higher Annihilator level 23
59th Dusk 122nd year of Ascendancy at 15:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Erlna the Higher Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 12:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Erlna the Higher Annihilator level 20
32nd Dusk 122nd year of Ascendancy at 01:57 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Erlna the Higher Annihilator level 30
37th Haze 122nd year of Ascendancy at 14:27 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Erlna the Higher Annihilator level 21
53rd Dusk 122nd year of Ascendancy at 18:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Erlna the Higher Annihilator level 10
1st Summertide 122nd year of Ascendancy at 13:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Erlna the Higher Annihilator level 10
1st Flare 122nd year of Ascendancy at 20:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Erlna the Higher Annihilator level 22
58th Dusk 122nd year of Ascendancy at 17:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Erlna the Higher Annihilator level 16
6th Dusk 122nd year of Ascendancy at 13:48 see stats
Log
Mecharachnid (servant of Erlna) speeds up.
Talent Haywire Missiles is ready to use.
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Glorevena the storm drake shares damage with his oozes!
Bleeding from Xanuwyn the greater gwelgoroth hits Glorevena the storm drake for 9 physical damage.
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Mecharachnid (servant of Erlna) slows down.
Glorevena the storm drake uses Slime Spit.
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Glorevena the storm drake shares damage with his oozes!
Bleeding from Xanuwyn the greater gwelgoroth hits Glorevena the storm drake for 9 physical damage.
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Talent Magnetic Accelerator is ready to use.
Xanuwyn the greater gwelgoroth casts Lightning.
Glorevena the storm drake shares damage with his oozes!
Xanuwyn the greater gwelgoroth hits Bloated ooze for 35 lightning damage.
Xanuwyn the greater gwelgoroth hits Glorevena the storm drake for 6 lightning damage.
Xanuwyn the greater gwelgoroth hits mecharachnid (servant of Erlna) for 53 lightning damage.
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Glorevena the storm drake shares damage with his oozes!
Bleeding from Xanuwyn the greater gwelgoroth hits Glorevena the storm drake for 9 physical damage.
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Character control switched to Erlna.
Glorevena the storm drake misses Mecharachnid (servant of Erlna).
Glorevena the storm drake hits Mecharachnid (servant of Erlna) for 79 mind damage.
Erlna the level 30 higher annihilator was mindraped to death by Glorevena the storm drake on level 2 of Tempest Peak.





















































































































