
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 32 / 27% |
Size | medium |
Lifes / Deaths | Killed by Xanodhenne the elven cultist at level 32 on the 41st Haze 122nd year of Ascendancy at 12:58 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 14) |
Dexterity | 71 (base 60) |
Constitution | 15 (base 11) |
Magic | 13 (base 10) |
Willpower | 31 (base 10) |
Cunning | 89 (base 60) |
Resources
Life | -221/1005 |
Equilibrium | 32 |
Steam | 130/130 |
Healing Factor | 1.2960311219418 |
Regeneration | 26.244630219322 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 1 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 73 |
Accuracy | 67 |
Crit Chance | 40% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Mind | +21% |
Darkness | +22% |
Light | +3% |
Temporal | +12% |
Nature | +25% |
Physical | +14% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Nature | +35% |
All | +10% |
Defense: Base
Armour (hardiness) | 51.522593642275 (62.32946707186%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 10 |
Physical Save | 11 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 23%( 70%) |
Physical | + 11%( 70%) |
Cold | + 45%( 70%) |
All | + 4%( 70%) |
Lightning | + 61%( 70%) |
Light | + 7%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 7%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 36%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 50% |
Blind Resistance | 0% |
Inscriptions (4/4)
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 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 91%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 54%. 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 8.3 steam per turn. Can be activated for an instant burst of 42 steam. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | 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. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Talents +3 Rocket Boots Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: ---------- misc Talents +3 Saw Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | ![]() 1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Res.pen +10% all Apr +8 ----- def ----- Resists +9% darkness Mind.save +6 (+2 eff.) ---------- misc Light +9 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Dmg.mod +11% darkness +11% physical Acc +4 (+1 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +8% lightning +9% temporal +17% darkness +15% cold +8% fire +3% mind +7% physical ---------- misc Max.hate +7.00 Light +4 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) Max.HP +100.00 Disarm- +80% ---------- misc Light +1 Talents +3 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 172.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +3% light +9% mind ----- def ----- Resists +3% light ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +21% cold Max.HP +66.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +40.00 HP.reg +7.00 Heal.mod +12% Stun/Frz- +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) Apr +10 Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +24 Crit +12.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +3 (+0 eff.) Dmg.mod +12% mind +3% physical Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +2 Fatigue -12% ---------- misc Max.enc +30 Stam/turn +2.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 40 On Melee Ret: * 16% chance to reduce all saves and defense by 40 ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +5% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+0 eff.) Dmg.mod +11% darkness Res.pen +10% darkness Acc +31 (+8 eff.) ----- def ----- Defense +17 (+6 eff.) Fatigue -10% Resists +17% darkness +24% lightning Mind.save +6 (+2 eff.) Stealth +8 Max.HP +64.00 Pinning- +20% Stun/Frz- +40% ---------- misc Max.stam +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Devouring Flame: Level 3.0 Pwr.cost 50 out of 31/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 41.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 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 138% efficiency and cooldown mod of 75%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +5 Melee+ 11 light 10 darkness Dmg.mod +15% acid +10% light +9% darkness Res.pen +10% light +15% acid On Melee Ret: * 13% chance to reduce damage dealt by 32% * 11% chance to blind ----- def ----- Resists +3% acid ---------- misc Mana/turn +0.56 Max.mana +51.00 Light +3 Masteries +0.40 Steamtech/Mecharachnid Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% acid Acc +13 (+3 eff.) Apr +11 Melee Ret 4 acid 8 light 10 blight ----- def ----- Defense +12 (+4 eff.) Resists +3% light Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Dmg.mod +15% mind +6% physical ----- def ----- Defense +8 (+3 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% cold Acc +6 (+2 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +13% acid ----- def ----- Defense +10 (+4 eff.) Resists +26% acid Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 19 physical Ranged+ 13 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 40 On Hit (Ranged): * 16% chance to reduce all saves and defense by 40 ----- def ----- Resists +9% nature +9% blight Poison- +19% Disease- +17% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 temporal On Hit: * Create an explosion dealing 38 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +21% cold Res.pen +20% cold ----- def ----- Resists +16% temporal Massive two-handed mauls. |
![]() 3.0 T2 mace 1H weapon Reqs Str 20 [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +5 Mag +5 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 9 lightning Dmg.mod +10% lightning +6% nature Res.pen +4% lightning ----- def ----- Resists +11% lightning +5% blight Disease- +18% ---------- 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. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +33.00% Spell.pwr +18 (+3 eff.) Melee+ 19 fire Dmg.mod +25% darkness ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +6% arcane +3% fire Against +16% Summoned ----- def ----- D.Red.from +17% Summoned ---------- misc Vim/s.crit +2.00 Max.vim +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Mag dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold +6% light ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +6 Wil ----- def ----- Resists +13% all ---------- misc Mana/turn +0.20 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +22% light ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +6% darkness +25% light +7% all Max.HP +33.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +15% nature ----- def ----- Armour +1 Phys.save +7 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.mana +20.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +7 Con dps ---------- Dmg.mod +9% acid +6% fire ----- def ----- Armour +3 Fatigue -6% Phys.save +7 (+7 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +1 Resists +3% light +6% darkness ---------- misc Stam/turn +1.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Lck +5 Dex dps ---------- Res.pen +13% darkness +15% temporal ----- def ----- Armour +3 Resists +17% darkness +15% temporal Stealth +10 Def/telep +16 Res/telep +14% Dur/telep +16% A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex +5 Mag +9 Cun dps ---------- Phys.crit +4.0% Crit.mult +15.00% Acc +9 (+2 eff.) Apr +15 ----- def ----- Armour +13 Fatigue +5% Phys.save +18 (+13 eff.) ---------- misc Mana/turn +0.12 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +24 Crit +10.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +8 Str +5 Dex +5 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +3 Defense +30 (+10 eff.) Resists +9% cold +5% arcane +9% nature Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 105.06 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +9 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% darkness Melee Ret 6 darkness ----- def ----- Armour +4 Fatigue +4% Resists +18% nature Spell.save +7 (+3 eff.) Max.HP +69.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +6 Wil +9 Cun +6 Con dps ---------- Mind.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Phys.save +10 (+9 eff.) Mind.save +15 (+5 eff.) ---------- misc See.Invis +9 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+9 eff.) Mind.save +8 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% mind Mind.save +12 (+4 eff.) Confus- +25% A hat made of leather. Very stylish. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 On Hit.r1 +20 temporal On Crit.r2 +23 light +32 fire While equipped: Stats +2 Dex +3 Cun +3 Con dps ---------- Dmg.mod +18% darkness On shield block: * Deals 57 light and fire damage to each enemy blocked Melee Ret 6 darkness ----- def ----- Armour +8 Fatigue +8% Resists +8% fire +13% light +9% darkness ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 49.0 - 58.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 Melee+ +14 light +16 darkness While equipped: Stats +6 Cun +2 Mag dps ---------- Dmg.mod +14% light +14% darkness On Hit (Melee): * 9% chance to reduce all saves and defense by 40 On Melee Ret: * 17% chance to reduce all saves and defense by 40 ----- def ----- Armour +8 Fatigue +8% Resists +10% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil +1 Cun dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Res.pen +15% darkness ----- def ----- Fatigue -6% Crit.chn- 15.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +4 Cun +2 Con dps ---------- Res.pen +5% mind ----- def ----- Crit.chn- 10.00% Phys.save +5 (+5 eff.) Heal.mod +12% ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 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 17 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 216] powerful pain suppressor salve [power 216]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -216 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple healing salve [power 154] simple healing salve [power 154]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 154 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 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. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +4 (+2 eff.) Proj.slow +10% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 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. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Inily the Cornac Annihilator level 18
18th Dusk 122nd year of Ascendancy at 20:24 see stats
By Inily the Cornac Annihilator level 20
42nd Dusk 122nd year of Ascendancy at 12:50 see stats
By Inily the Cornac Annihilator level 24
12nd Haze 122nd year of Ascendancy at 08:34 see stats
By Inily the Cornac Annihilator level 10
6th Mirth 122nd year of Ascendancy at 10:06 see stats
By Inily the Cornac Annihilator level 20
27th Dusk 122nd year of Ascendancy at 06:37 see stats
By Inily the Cornac Annihilator level 30
29th Haze 122nd year of Ascendancy at 17:45 see stats
By Inily the Cornac Annihilator level 28
26th Haze 122nd year of Ascendancy at 07:17 see stats
By Inily the Cornac Annihilator level 17
10th Flare 122nd year of Ascendancy at 06:38 see stats
By Inily the Cornac Annihilator level 9
1st Mirth 122nd year of Ascendancy at 20:55 see stats
By Inily the Cornac Annihilator level 25
19th Haze 122nd year of Ascendancy at 06:04 see stats
By Inily the Cornac Annihilator level 16
6th Flare 122nd year of Ascendancy at 19:47 see stats
Log
Xanodhenne the elven cultist's aether beam hits Inily for (0 exoskeleton), 90 arcane (90 total damage).
Inily is silenced!
Xanodhenne the elven cultist's aether beam hits Inily for (12 exoskeleton), 78 arcane (78 total damage).
Inily resists!
Xanodhenne the elven cultist's aether beam hits Inily for (0 exoskeleton), 90 arcane (90 total damage).
--------------------------------
Talent Hypervision Goggles is ready to use.
Talent Upgrade is ready to use.
Xanodhenne the elven cultist's aether beam hits Something for 0 arcane damage.
Xanodhenne the elven cultist's aether beam hits Something for 0 arcane damage.
--------------------------------
Xanodhenne the elven cultist's aether beam hits Something for 0 arcane damage.
Talent Block is ready to use.
--------------------------------
Inily receives 3 healing from Something.
Phantasmal Shield hits Inily for (24 exoskeleton), 261 light (261 total damage).
Inily is not affected anymore by the salve.
Talent Grenade Launcher is ready to use.
Talent Antimagic Zone is ready to use.
Xanodhenne the elven cultist resists!
Xanodhenne the elven cultist's aether beam hits Xanodhenne the elven cultist for 137 arcane damage.
Xanodhenne the elven cultist resists!
Xanodhenne the elven cultist's aether beam hits Xanodhenne the elven cultist for (137 ignored), 0 arcane (0 total damage).
Xanodhenne the elven cultist casts Manathrust.
Inily's devouring flames area effect hits Xanodhenne the elven cultist for 20 fire damage.
Xanodhenne the elven cultist hits Inily for (12 exoskeleton), 515 arcane (515 total damage).
Inily the level 32 cornac annihilator was mana-torn to death by Xanodhenne the elven cultist on level 4 of Dark crypt.