




















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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.) Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 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:
Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
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. 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: 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | 42 / 14% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 14) |
Dexterity | 95 (base 60) |
Constitution | 27 (base 10) |
Magic | 16 (base 10) |
Willpower | 49 (base 44) |
Cunning | 90.6 (base 60) |
Resources
Life | 845/845 |
Equilibrium | 33 |
Steam | 130/130 |
Healing Factor | 1.7086945338482 |
Regeneration | 20.93150803964 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 75 |
Accuracy | 72 |
Crit Chance | 70% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 72 |
Crit Chance | 69% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Physical | +15% |
Arcane | +14% |
Fire | +15% |
All | +5% |
Offense: Damage Penetration
Physical | +20% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 90.104573345417 (84.647538266536%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 26 |
Physical Save | 43 |
Spell Save | 32 |
Mental Save | 47 |
Defense: Resistances
Lightning | + 41%( 70%) |
Light | + 21%( 70%) |
Temporal | + 19%( 70%) |
Acid | + 28%( 70%) |
Physical | + 19%( 70%) |
Cold | + 42%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 40% |
Confusion Resistance | 10% |
Pinning Resistance | 81% |
Stun Resistance | 70% |
Poison Resistance | 20% |
Knockback Resistance | 34% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. |
Implants | Effective talent level: 2.5 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 190% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 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 199% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 15.3 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Miasma Engine |
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
talent | Antimagic Shield |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 33% and triggers a radius 6 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
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 failed to protect the lone alchemist from death by Bethedhenne the large brown snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Xerimira the barrow wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by ice wyrm. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * You've found the needed sandworm tooth. 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 faerlhing fang. * You've found the needed ice wyrm tooth. * You've found the needed multi-hued wyrm scale. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +17 Defense +9 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +3 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Nature/Psionic Power 45.0 - 54.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns While equipped: ---------- misc Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Mag +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +12% light Res.pen +15% fire ----- def ----- Phys.save +10 (+3 eff.) Heal.mod +17% ---------- misc Light +7 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Res.pen +5% physical Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +2% physical Die.at -80.00 life ---------- misc Stam/ret +1.60 Equi/ret +1.20 Psi/ret +0.16 Light +5 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +8% Mind.crit +5% Crit.mult +7.00% ----- def ----- Armour +3 Fatigue +3% Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +15.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 620 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+5 eff.) Res.pen +5% physical Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +1% physical Max.HP +33.00 Disarm- +31% Pinning- +31% Knockbk- +34% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +9 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +5% all ----- def ----- Max.HP +61.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +10 Resists +6% acid Spell.save +15 (+7 eff.) Heal.mod +16% Cut- +40% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 285 life. The life healed will increase with your Mindpower. 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 +12 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * chills your foe dealing 27 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Dex +6 Cun +4 Con dps ---------- Phys.crit +7.0% Mind.crit +7% Mind.pwr +3 (+1 eff.) ----- def ----- Fatigue -12% Mind.save +12 (+4 eff.) ---------- misc Max.enc +30 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +105 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Uses 1.0 Steam When used to Attack: Melee+ +12 blight On Hit: * 17% chance to reduce armor by 23% While equipped: Stats +7 Str dps ---------- Phys.crit +12.0% Crit.mult +24.00% Melee+ 8 acid Dmg.mod +10% physical Acc +20 (+5 eff.) Apr +8 Melee Ret 7 acid ----- def ----- Armour +24 Defense +12 (+4 eff.) Fatigue +12% Spell.save +7 (+3 eff.) ---------- misc Talents +3 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 | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +7 Str +2 Mag +5 Wil +4 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +3% temporal +6% light Crit.chn- 15.00% Mind.save +6 (+2 eff.) Poison- +20% Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +6 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 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Con dps ---------- Res.pen +10% physical Apr +4 ----- def ----- Armour +21 Defense +4 (+2 eff.) Fatigue +12% Resists +8% acid +31% cold Crit.chn- 35.00% Max.HP +34.00 HP.reg +4.00 Heal.mod +13% ---------- misc Breathe water A suit of armour made of mail. |
Inventory
![]() 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 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 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 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (122). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Res.pen +25% darkness Phasing +30% On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Fatigue -6% Resists +12% blight Spell.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 Mana/turn +0.08 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil +2 Cun ----- def ----- Fatigue -5% Resists +10% fire +13% cold Crit.chn- 5.00% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Lck dps ---------- Dmg.mod +3% acid Acc +7 (+2 eff.) Melee Ret 2 acid ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal +26% cold +26% fire Spell.save +6 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% acid +15% lightning ----- def ----- Resists +9% lightning Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Apr +6 ----- def ----- Armour +6 Resists +6% light +9% cold Die.at -40.00 life Cut- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +9 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Max.HP +32.00 Disarm- +32% Pinning- +32% Knockbk- +29% ---------- misc Stam/turn +3.00 Max.stam +30.00 Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Mag +2 Cun dps ---------- Melee+ 10 physical Ranged+ 8 physical Res.pen +5% mind On Hit (Melee): * 31% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ----- def ----- Crit.chn- 5.00% ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Light +1 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +4 Con +6 Lck dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Stealth +6 ---------- misc T.Disarm +7 Max.stam +10.00 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +6 Wil +9 Cun +7 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +24% Summoned Stealth +7 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% cold ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +8 Fatigue +3% Resists +6% cold ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +6 Con dps ---------- Dmg.mod +6% light Res.pen +10% nature ----- def ----- Armour +5 Fatigue -5% Resists +12% lightning +8% temporal +6% light Phys.save +31 (+10 eff.) Mind.save +16 (+5 eff.) ---------- misc Max.enc +26 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+4 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 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex 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 167.58 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. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +6% fire Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +10% nature Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Resists +15% nature +9% lightning ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +6% darkness +3% mind Res.pen +15% darkness Melee Ret 8 mind 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +11% physical +6% darkness Phys.save +8 (+3 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Con ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +3% mind +7% cold Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 6 darkness ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +26% cold Crit.chn- 15.00% Mind.save +13 (+4 eff.) ---------- misc See.Invis +3 Breathe water A suit of armour made of mail. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +20 light +20 nature On Hit.r1 +12 fire On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% nature On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) Melee Ret 8 nature ----- def ----- Armour +6 Fatigue +8% Resists +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Con +5 Wil dps ---------- Dmg.mod +18% cold +10% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +15 (+5 eff.) ----- def ----- Die.at -20.00 life Max.HP +46.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
great healing salve [power 540] great healing salve [power 540]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Heal 540 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 392] powerful pain suppressor salve [power 392]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Let you fight up to -392 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 23] simple frost salve [power 23]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 279] simple healing salve [power 279]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 199% efficiency and 81% cooldown modifier. Heal 279 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 T3 shot ammo [Ego+] Nature/Psionic Power 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Proj.spd +200% Ranged+ +11 darkness Against +7% Living On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Master Power 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 16 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 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: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: dps ---------- Melee Ret 20 lightning Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% cold Res.pen +15% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +9% nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to reduce fatigue by 39% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nntyrio the Cornac Annihilator level 18
19th Dusk 122nd year of Ascendancy at 11:44 see stats
By Nntyrio the Cornac Annihilator level 24
49th Dusk 122nd year of Ascendancy at 11:34 see stats
By Nntyrio the Cornac Annihilator level 32
20th Haze 122nd year of Ascendancy at 05:50 see stats
By Nntyrio the Cornac Annihilator level 32
7th Haze 122nd year of Ascendancy at 23:32 see stats
By Nntyrio the Cornac Annihilator level 24
50th Dusk 122nd year of Ascendancy at 00:46 see stats
By Nntyrio the Cornac Annihilator level 25
50th Dusk 122nd year of Ascendancy at 20:23 see stats
By Nntyrio the Cornac Annihilator level 32
11st Haze 122nd year of Ascendancy at 04:34 see stats
By Nntyrio the Cornac Annihilator level 39
19th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Nntyrio the Cornac Annihilator level 30
68th Dusk 122nd year of Ascendancy at 08:59 see stats
By Nntyrio the Cornac Annihilator level 10
8th Mirth 122nd year of Ascendancy at 23:14 see stats
By Nntyrio the Cornac Annihilator level 20
27th Dusk 122nd year of Ascendancy at 10:29 see stats
By Nntyrio the Cornac Annihilator level 30
68th Dusk 122nd year of Ascendancy at 07:26 see stats
By Nntyrio the Cornac Annihilator level 40
21st Regrowth 123rd year of Ascendancy at 19:01 see stats
By Nntyrio the Cornac Annihilator level 35
64th Haze 122nd year of Ascendancy at 05:28 see stats
By Nntyrio the Cornac Annihilator level 31
76th Dusk 122nd year of Ascendancy at 07:00 see stats
By Nntyrio the Cornac Annihilator level 40
23rd Regrowth 123rd year of Ascendancy at 14:40 see stats
By Nntyrio the Cornac Annihilator level 25
50th Dusk 122nd year of Ascendancy at 12:52 see stats
By Nntyrio the Cornac Annihilator level 6
2nd Mirth 122nd year of Ascendancy at 02:29 see stats
By Nntyrio the Cornac Annihilator level 6
77th Pyre 122nd year of Ascendancy at 21:19 see stats
By Nntyrio the Cornac Annihilator level 31
5th Haze 122nd year of Ascendancy at 10:23 see stats
By Nntyrio the Cornac Annihilator level 22
38th Dusk 122nd year of Ascendancy at 15:44 see stats
By Nntyrio the Cornac Annihilator level 16
7th Dusk 122nd year of Ascendancy at 08:18 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 26th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a next level here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
--------------------------------
Saving done.
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 15 turns (stop reason: at exit).
--------------------------------
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving done.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
--------------------------------
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.