















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: 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:
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 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. Items Vault 1.7.0Donators/Buyers bonus! 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: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 24 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Aereldavena the white crystal at level 13 on the 58th Dusk 122nd year of Ascendancy at 14:51 2 / 4Killed by mecharachnid (servant of Samuh) at level 23 on the 49th Haze 122nd year of Ascendancy at 23:30 Killed by mecharachnid (servant of Samuh) at level 23 on the 50th Haze 122nd year of Ascendancy at 19:14 Killed by mecharachnid (servant of Samuh) at level 24 on the 51st Haze 122nd year of Ascendancy at 05:59 |
Primary Stats
| Strength | 33 (base 14) |
| Dexterity | 51 (base 43) |
| Constitution | 22 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 77 (base 54) |
Resources
| Life | 495/495 |
| Steam | 100/100 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 2.9704207612558 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 14 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 53 |
| Crit Chance | 41% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +12% |
| Darkness | +13% |
| Physical | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (30%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 22 |
| Physical Save | 48 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 21% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.31 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polewen the Cobrascar (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: Stats +8 Str +1 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% nature Confus- +10% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots of crippling (23/23, 42-50 power, 3 apr) 3.0 T3 shot ammo [Ego++] Master Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +21.0% Capacity 23 On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Delyharagen the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +2% physical Phys.save +10 (+4 eff.) Die.at -40.00 life Heal.mod +11% ---------- 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 | iron helm 'Hanytar' (0 def, 4 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +5% Resists +3% blight +3% fire Phys.save +13 (+5 eff.) Die.at -40.00 life Cut- +20% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Shinerebel (21 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Dex +3 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% mind Melee Ret 6 light ----- def ----- Armour +3 Defense +21 (+7 eff.) Fatigue +3% Die.at -40.00 life Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered ash wand of shielding [power 248] (9/25 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Zubumira0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +3% mind Max.HP +22.00 Disarm- +23% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Snowspar0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con ----- def ----- Resists +9% mind +9% cold Spell.save +11 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around neck | starlit copper amulet of mastery (0.11 Steamtech / Physics)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% ---------- misc Masteries +0.11 Steamtech/Physics Amulets make your neck look great! |
| In main hand | Faledas the voratun steamgun 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion On Hit: 10% Overgrowth 5 Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +14 (+5 eff.) Acc +10 (+3 eff.) On Hit (Ranged): * 20% chance to reduce armor by 13% ----- def ----- Resists +6% blight +6% cold +6% light +3% nature Spell.save +4 (+2 eff.) HP.reg +2.20 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Hailtouch the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +9% acid +1% physical +6% blight +3% fire +3% cold Die.at -80.00 life A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Girothel' (0 def, 12 armour, 26-32 power, 134.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +134 Melee+ +15 light +11 darkness While equipped: Stats +6 Mag +8 Cun +5 Con dps ---------- Melee+ 11 lightning Dmg.mod +12% light +13% darkness Melee Ret 1 lightning ----- def ----- Armour +12 Fatigue +8% Resists +12% light +13% darkness Crit.dmg- 15.00% Phys.save +9 (+3 eff.) ---------- misc Infravis +2 Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Ivewe' (2 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+0 eff.) Resists +3% temporal +3% physical Die.at -60.00 life Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layyth the rough leather armour (33 def, 13 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Armour +13 Defense +33 (+10 eff.) Fatigue +6% Resists +6% acid +6% cold Phys.save +6 (+2 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 84% / cooldown 62%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 128% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 Dexterity stat. 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 114; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 114 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. |
wild infusion (res 16%; physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 65; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 65.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
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: Explosive 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: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: 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: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 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. |
Lustrepyre the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +15% cold +9% light Melee Ret 4 nature 10 cold ----- def ----- Resists +26% acid ---------- misc Light +3 Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
Eclipsejeer the yew starstaff (25-30 power, 4 apr, light element) =4 con=5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Cun +4 Con dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light +6% darkness ----- def ----- Defense +15 (+5 eff.) Resists +6% cold Phys.save +3 (+1 eff.) ---------- misc Mana/turn +0.21 N.En/turn +0.20 Vim/s.crit +4.00 Max.mana +55.00 Max.vim +22.00 Max.N.En +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +21% Massive two-handed swords. |
Glorynor (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +9 Str +8 Dex +3 Mag +3 Wil +8 Cun +5 Con ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +6% blight +3% mind Phys.save +15 (+5 eff.) Disease- +20% Pinning- +20% Blunt and deadly. |
Voralle the dwarven-steel mace (36-50 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +8 Con +5 Wil dps ---------- Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +6% blight +3% acid Max.HP +11.00 Blunt and deadly. |
dwarven-steel mace of erosion (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 nature Blunt and deadly. |
dwarven-steel waraxe 'Coallord' (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 darkness On Hit: * 20% chance to reduce damage dealt by 16% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ---------- misc Psi/ret +0.24 One-handed war axes. |
truestriking dwarven-steel waraxe of shearing (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical +7% all Acc +13 (+4 eff.) Apr +14 One-handed war axes. |
Cleansespiker the iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.0 - 11.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +4 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +15% nature +5% darkness ----- def ----- Resists +6% fire Sharp, short and deadly. |
iron dagger 'Uritir' (10-13 power, 5 apr) =4 con=1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +8 Dex +8 Mag +5 Wil +4 Cun +4 Con dps ---------- Crit.mult +15.00% Mind.pwr +20 (+10 eff.) ---------- misc Max.psi +20.00 Sharp, short and deadly. |
Samydor the Quenchblood (12-16 power, 6 apr) =3 con=1.0 T2 dagger 1H weapon [Rare] Arcane Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 cold On Hit: 20% Curse of Impotence 2 While equipped: Stats +3 Con dps ---------- Apr +1 ----- def ----- Resists +12% fire Blind- +10% Disarm- +20% Pinning- +10% Sharp, short and deadly. |
steel dagger 'Gunurab' (12-15 power, 6 apr) =4 con=1.0 T2 dagger 1H weapon [Rare] Nature Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +32 fire While equipped: Stats +6 Dex +4 Con dps ---------- Mind.crit +2% All.spd +4% Res.pen +10% mind +12% fire ---------- misc Equi/ret +0.20 Sharp, short and deadly. |
Aerumira the Woevenom (20-27 power, 7 apr) =8 con=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +8 Con +7 Wil dps ---------- Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +7 (+2 eff.) Resists +6% nature +3% darkness Spell.save +12 (+6 eff.) Max.HP +10.00 Disarm- +28% Sharp, short and deadly. |
dwarven-steel dagger of massacre (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
creative thorny mindstar of sand (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +9.00% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +8% physical Res.pen +6% physical ----- def ----- Resists +7% physical ---------- 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. |
nature's thorny mindstar of clarity (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Mind.save +4 (+2 eff.) Disease- +14% ---------- misc Max.psi +10.00 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. |
iron steamgun 'Myneg'4.0 T1 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 fire On Hit.r1 +16 mind +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +1 Dex +1 Wil +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% fire Melee Ret 4 mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel shield 'Elydama' (0 def, 4 armour, 18-22 power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +9% physical Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +8% acid +12% physical +7% fire +7% lightning +6% cold Die.at -20.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
NOTE: 3 conZuburasevea (0 def, 0 armour) =3 con= 2.0 T2 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +1 Dex +3 Mag +3 Cun +3 Con dps ---------- Dmg.mod +16% mind +7% nature On Melee Ret: * 5% chance to slow global speed by 45% * 3 arcane resource burn ----- def ----- Resists +16% mind +9% all Poison- +27% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +2.60 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
rejuvenating reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +11 (+5 eff.) A suit of armour made of mail. |
hardened leather belt 'Ivyna' =2 con=1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +18% Summoned ----- def ----- Defense +5 (+1 eff.) D.Red.from +20% Summoned Mind.save +5 (+2 eff.) HP.reg +1.90 Heal.mod +13% Poison- +20% Cut- +10% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
pair of rough leather boots 'Corruptionworm' (0 def, 1 armour) =2 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 Resists +6% darkness Phys.save +12 (+4 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterripper (0 def, 2 armour) =3 con=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% cold Res.pen +20% light +20% cold Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Fatigue +3% Resists +3% light Phys.save +18 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disarm- +31% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +13 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat 'Giledogund' (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% ---------- misc Max.stam +10.00 A hat made of leather. Very stylish. |
hardened leather cap 'Demonwreath' (6 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +15% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +9% darkness +3% all Phys.save +9 (+3 eff.) A cap made of leather. |
iron helm 'Lelirand' (0 def, 3 armour) =3 con=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Phys.crit +3.0% Acc +5 (+1 eff.) Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.70 Equi/ret +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 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. |
8 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. |
8 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. |
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. |
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. |
2 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. |
3 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
449 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. |
Furnacetitan the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +21% fire Res.pen +10% cold ----- def ----- Resists +6% cold +12% fire Max.HP +44.00 ---------- 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. |
Gloryrema =4 con=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Dex +4 Cun +4 Con dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire Crit.dmg- 15.00% ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- 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. |
preserving alchemist's lamp of the zealot =3 con=1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +7% blight +3% all Spell.save +8 (+4 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
iron pickaxe 'Abyssriver' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +4 Cun dps ---------- Dmg.mod +6% nature +6% fire ----- def ----- Resists +11% nature +3% fire ---------- misc Infravis +2 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 214/400 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. |
Dourtouch [power 185] (9/15 cooldown) =1 con=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +15% blight +6% darkness Res.pen +15% blight ----- def ----- Crit.dmg- 15.00% Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 191 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 43] (9/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of mindblast [power 160] (9/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
extending yew wand of shielding [power 272] (9/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Samuh the Cornac Annihilator level 13
45th Dusk 122nd year of Ascendancy at 16:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Samuh the Cornac Annihilator level 23
50th Haze 122nd year of Ascendancy at 07:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Samuh the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 05:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Samuh the Cornac Annihilator level 20
19th Haze 122nd year of Ascendancy at 15:17 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Samuh the Cornac Annihilator level 23
43rd Haze 122nd year of Ascendancy at 07:07 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Samuh the Cornac Annihilator level 20
21st Haze 122nd year of Ascendancy at 10:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Samuh the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 16:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Samuh the Cornac Annihilator level 12
4th Dusk 122nd year of Ascendancy at 09:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Samuh the Cornac Annihilator level 23
50th Haze 122nd year of Ascendancy at 15:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Samuh the Cornac Annihilator level 17
3rd Haze 122nd year of Ascendancy at 15:03 see stats
Log
Exoskeleton hits Samuh for (107 exoskeleton) damage.
Talent Infusion: Movement is ready to use.
LIFE LOST WARNING!
Exoskeleton hits Samuh for (17 exoskeleton) damage.
Keyboard input temporarily disabled.
LIFE LOST WARNING!
Exoskeleton hits Samuh for (17 exoskeleton) damage.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Character control switched to mecharachnid (servant of Samuh).
Exoskeleton hits Samuh for (17 exoskeleton) damage.
Exoskeleton killed Samuh!
Mecharachnid (servant of Samuh) deactivates Mecharachnid Link.
Mecharachnid (servant of Samuh) activates Mecharachnid Link.
Mecharachnid (servant of Samuh) uses Self-destruction.
Character control switched to Samuh.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Samuh the level 24 cornac annihilator was battered to death by mecharachnid (servant of Samuh) on level 3 of Sandworm lair.
Saving game...
Saving done.


















































































































