














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 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. 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 22 / 34% |
| Size | small |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 17 on the 25th Haze 122nd year of Ascendancy at 04:24 0 / 6Killed by Yvemira the brown bear at level 19 on the 59th Haze 122nd year of Ascendancy at 17:45 Killed by Bethusenor the poison ivy at level 20 on the 61st Haze 122nd year of Ascendancy at 09:24 Killed by Polumitira the hornet swarm at level 21 on the 62nd Haze 122nd year of Ascendancy at 01:47 Killed by Aerubeth the Guard at level 21 on the 62nd Haze 122nd year of Ascendancy at 11:22 Killed by Bandit Leader Bethayasevena at level 22 on the 62nd Haze 122nd year of Ascendancy at 21:30 |
Primary Stats
| Strength | 21 (base 23) |
| Dexterity | 34 (base 25) |
| Constitution | 10 (base 12) |
| Magic | 43 (base 31) |
| Willpower | 56 (base 31) |
| Cunning | 27 (base 16) |
Resources
| Mana | 407/576 |
| Psi | 73/324 |
| Vim | 136/184 |
| Life | -292/125 |
| Steam | 0/100 |
| Stamina | 190/278 |
| Soul | 1/10 |
| Healing Factor | 1.2500003099961 |
| Regeneration | 0.31250007749903 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 11 |
| See Stealth | 7 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 58 |
| Crit Chance | 8% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 58 |
| Crit Chance | 7% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +10% |
| Blight | +4% |
| Arcane | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 16 (44.574340358689%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 19.2 |
| Spell Save | 28 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 29%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 46%( 70%) |
| Light | + 38%( 70%) |
| Physical | + 16%( 70%) |
| Lightning | + 25%( 70%) |
| Mind | + 12%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 27 steam. |
Class Talents
| Corruption / Rot | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Butchery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost tinker from death by Yvemira the brown bear. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ritch stinger. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| Psionic focus | Umbraweeper the dwarven-steel greatmaul (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Res.pen +12% physical Acc +14 (+5 eff.) Apr +13 ----- def ----- Resists +15% darkness ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Massive two-handed mauls. |
| On hands | blighted dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane 7 blight Dmg.mod +5% arcane +4% blight ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | 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.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Grinirach' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% arcane Acc +25 (+7 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.mana +80.00 A cap made of leather. |
| 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 Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 0/20. 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +7 See.Invis +10 Rings make your fingers look great! |
| On fingers | conjurer's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | dwarven-steel steamsaw 'Furnacereek' (29-43 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Rare] Master/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +9% darkness Phys.save +6 (+4 eff.) Poison- +20% ---------- misc Infravis +1 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | thought-forged steel steamsaw of phasing (13-20 power, 5 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +2.0% Atk.spd 100% Block +25 Phasing +11% Melee+ +5 mind On Hit: * 18% chance to reduce all saves and defense by 24 Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | murderer's linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Str +2 Dex +2 Cun +1 Con dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 44.79 to 134.37 lightning damage (89.58 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
teleportation rune (range 31; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 5 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 8% chance to reduce damage dealt by 20% * 5% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 physical Ranged+ 9 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 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 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 24 On Hit (Ranged): * 15% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] 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 (+2 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul of massacre (42-63 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
flaming dwarven-steel greatmaul of massacre (46-69 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 46.5 - 69.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
truestriking steel greatsword of enduring (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Master Power 27.0 - 43.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Con +10 Wil dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +9 ----- def ----- Max.HP +28.00 Massive two-handed swords. |
dwarven-steel mace of crippling (29-40 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
acidic steel waraxe of paradox (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane 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+ +7 temporal On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: ----- def ----- Resists +5% temporal One-handed war axes. |
steel waraxe (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe of crippling (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [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% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
dwarven-steel waraxe of erosion (21-30 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature One-handed war axes. |
Loriyon the steel dagger (12-15 power, 15 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Phasing +12% Melee+ +7 blight On Hit.r1 +12 mind On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 22 * Create an explosion dealing 74 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% mind +5% fire Res.pen +9% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Disease- +14% Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +31% Sharp, short and deadly. |
flaming dwarven-steel dagger of the mystic (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +6 Mag +1 Wil dps ---------- Spell.pwr +6 (+2 eff.) Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
stralite dagger of projection (27-35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Psionic Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
balanced steel steamsaw of lightning resistance (+16%) (13-19 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +3 Defense +13 (+4 eff.) Fatigue +6% Resists +16% lightning Disarm- +24% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: dps ---------- Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +24.00 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +6% all Acc +7 (+3 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature/Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +9 Wil +2 Cun +5 Con dps ---------- Mind.pwr +6 (+3 eff.) On Hit (Ranged): * 7 arcane resource burn ----- def ----- Max.HP +10.00 ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
Titan4.0 T2 steamgun 1H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Halydas the Ichorglean (15/15, 28-39 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 28.0 - 39.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 15 Ranged+ +12 nature On Crit.r2 +4 arcane On Hit: * 20% chance to slow global speed by 51% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows (21/21, 31-44 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 21 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows (19/19, 29-40 power, 10 apr)3.0 T3 arrow ammo [Ego+] Psionic Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Arrows are used with bows to pierce your foes to death. |
deadly pouch of steel shots of persecution (14/22, 25-30 power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt/Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Against +6% Unnatural +9% Unliving Shots are used with slings to pummel your foes to death. |
pouch of steel shots of grasping (18/21, 23-28 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of amnesia (3/23, 42-50 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
acidic steel shield of fire resistance (+17%) (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 44 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful steel shield of lightning resistance (+17%) (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 111 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +6% fire +7% light ---------- misc Talents +1 Block Handheld deflection devices. |
prismatic rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% mind +10% light +11% darkness Mind.save +12 (+6 eff.) A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
radiant cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% blight +13% darkness ---------- misc Light +2 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +39.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +8 (+4 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of the void (13 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Dex dps ---------- Melee+ 6 darkness Ranged+ 5 darkness ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Resists +10% darkness +13% temporal Phys.save +8 (+4 eff.) Def/telep +13 Res/telep +11% Dur/telep +14% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning HP.reg +3.10 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% fire HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
Brighttrencher1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning +3% light +6% cold +6% mind +6% nature Stealth +6 ---------- misc Light +3 A belt that goes around your waist. |
Kagorn (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +6 Dex ----- def ----- Armour +1 Resists +5% arcane +9% light Stealth +6 Cut- +10% Pinning- +10% A pair of boots made of leather. |
grounding pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +7% Crit.mult +7.00% Melee+ 8 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +5% temporal +5% light +4% fire +4% nature +6% acid +4% blight +5% cold +5% darkness Shield.pwr +7% HP.reg +1.90 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.26 to 99.78 lightning damage (66.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Oozesage the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 8 nature ----- def ----- Armour +5 Fatigue +5% Resists +12% light +6% darkness +5% arcane ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Blacksorrow2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% blight +3% darkness +3% nature Die.at -80.00 life HP.reg +2.00 Knockbk- +20% ---------- 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. |
watchleader's brass lantern of the zealot2.0 T1 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) Blind- +22% Confus- +13% ---------- misc Light +7 See.Stealth +5 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Bethorita' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Melee Ret 6 physical ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 93% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vele the Yeek Adventurer level 18
38th Haze 122nd year of Ascendancy at 16:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Vele the Yeek Adventurer level 20
60th Haze 122nd year of Ascendancy at 15:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vele the Yeek Adventurer level 10
3rd Haze 122nd year of Ascendancy at 17:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vele the Yeek Adventurer level 20
60th Haze 122nd year of Ascendancy at 12:21 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Vele the Yeek Adventurer level 1
75th Pyre 122nd year of Ascendancy at 23:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Vele the Yeek Adventurer level 9
8th Flare 122nd year of Ascendancy at 14:16 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Vele the Yeek Adventurer level 12
10th Haze 122nd year of Ascendancy at 20:41 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vele the Yeek Adventurer level 18
56th Haze 122nd year of Ascendancy at 16:06 see stats
Log
Bandit Leader Bethayasevena is no longer cursed.
Blight Poison from Carrion worm mass hits Bandit Leader Bethayasevena for 13 blight damage.
Bandit Leader Bethayasevena casts Shadow Veil.
Bandit Leader Bethayasevena performs a melee critical strike against Vele!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 9.
Vele is dazed!
Bandit Leader Bethayasevena is covered in a veil of shadows!
Vele converts some damage to Psi!
Bandit Leader Bethayasevena hits Vele for 18 to psi, 24 darkness, 2 to psi, 3 darkness (49 total damage).
Melee retaliation hits Bandit Leader Bethayasevena for 3 fire damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 12.
Vele is not dazed anymore.
Vele is not silenced anymore.
Vele casts Manathrust.
Talent Whirlwind is ready to use.
Talent Dual Strike is ready to use.
Vele converts some damage to Psi!
Deep Wound from Bandit Leader Bethayasevena hits Vele for 24 to psi, 33 physical (58 total damage).
Tempest of Metal hits Bandit Leader Bethayasevena for 0 physical, 3 arcane, 7 light, 3 blight, 1 arcane, 53 arcane (70 total damage).
Vele's Beyond the Flesh hits Bandit Leader Bethayasevena for 1 physical, 7 light, 3 blight, 1 arcane (14 total damage).
Carrion worm mass hits Bandit Leader Bethayasevena for 4 physical damage.
Bandit Leader Bethayasevena performs a melee critical strike against Vele!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 11.
Bandit Leader Bethayasevena feels pain again.
Vele converts some damage to Psi!
Blight Poison from Carrion worm mass hits Bandit Leader Bethayasevena for 12 blight damage.
Bandit Leader Bethayasevena hits Vele for 22 to psi, 31 darkness (54 total damage).
Melee retaliation hits Bandit Leader Bethayasevena for 2 fire damage.
Vele the level 22 yeek adventurer was swallowed by the void to death by Bandit Leader Bethayasevena on level 1 of bandit fortress.













































































































