











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 27 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 20 on the 27th Haze 122nd year of Ascendancy at 08:45 0 / 6Killed by Ivitira the fire drake hatchling at level 20 on the 35th Haze 122nd year of Ascendancy at 21:24 Killed by Aeginren the Invoker at level 25 on the 9th Decay 122nd year of Ascendancy at 21:52 Killed by Xerasebeth the giant spider at level 26 on the 55th Regrowth 123rd year of Ascendancy at 18:42 Killed by Emarimith the umber hulk at level 27 on the 61st Regrowth 123rd year of Ascendancy at 08:33 Killed by Aredhelle the orc cryomancer at level 27 on the 61st Regrowth 123rd year of Ascendancy at 10:05 |
Primary Stats
| Strength | 26 (base 11) |
| Dexterity | 52 (base 39) |
| Constitution | 29 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 77 (base 56) |
Resources
| Life | 672/672 |
| Steam | 100/100 |
| Stamina | 213/213 |
| Equilibrium | 0 |
| Healing Factor | 1.1524687383467 |
| Regeneration | 4.8979921379735 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 54.894288500862 |
| See Invisible | 54.894288500862 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 68 |
| Crit Chance | 30% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 68 |
| Crit Chance | 36% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Nature | +25% |
| Temporal | +6% |
| Blight | +22% |
| Acid | +15% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +22% |
| Mind | +17% |
| Physical | +17% |
| Cold | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 10 (38.594633868923%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Nature | + 19%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 21%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 11%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Disarm Resistance | 80% |
| Bleed Resistance | 40% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 65% |
| Poison Resistance | 90% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Cunning 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 158% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 96 - 135 Accuracy: 84 (knife) APR: 22 Crit Chance: +50% Crit mult: 213% Uses Stats: 50% Cun, 70% Dex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+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 Shardskin. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed length of troll intestine. * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of hardened leather boots 'Huriduhek' (15 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mov.spd +10% Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue -6% Phys.save +9 (+5 eff.) Max.HP +30.00 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +3.50 A pair of boots made of leather. |
| Light source | Blindwrack the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% nature Res.pen +15% darkness ----- def ----- Resists +6% nature +6% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap of the bounder (0 def, 1 armour) 2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str +5 Dex +6 Cun ----- def ----- Armour +1 Fatigue +1% Mind.save +9 (+3 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | hardened leather gloves 'Treebutcher' (0 def, 6 armour) 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid +9% nature Acc +10 (+3 eff.) ----- def ----- Armour +6 Resists +9% acid Phys.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Max.HP +40.00 Disarm- +80% Confus- +10% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing ash totem of healing [power 170] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blizzardclamor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% mind +20% cold ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +3 Rings make your fingers look great! |
| On fingers | rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% On Hit: * splashes acid on your target dealing 36 damage and reducing their armor While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | Falayon |
| In off hand | dwarven-steel dagger of shearing (18-24 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 42 damage and reducing their armor While equipped: dps ---------- Res.pen +7% all Acc +11 (+3 eff.) Apr +8 Sharp, short and deadly. |
| Cloak | regal linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +10% nature +10% cold Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning HP.reg +4.00 Poison- +90% Disease- +40% Cut- +40% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 50.61 to 151.82 lightning damage (101.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
medical injector implant of the sneak (efficiency 152% / cooldown 74%)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 152% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the sneak (heal 569; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 260.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +15% temporal Pinning- +20% Knockbk- +26% ---------- misc Mana/turn +0.18 Max.mana +23.00 Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
rogue's stralite ring of blight (+11%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% blight ----- def ----- Defense +6 (+2 eff.) Resists +11% blight Rings make your fingers look great! |
savage's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Spell.save +11 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 14 light Dmg.mod +10% light Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +25.00 Disarm- +24% Pinning- +27% Knockbk- +26% Rings make your fingers look great! |
blazebringer's steel dagger of amnesia (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Psionic Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +15 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +2% Res.pen +6% fire Sharp, short and deadly. |
blazebringer's steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +28 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% All.spd +5% Res.pen +6% fire Sharp, short and deadly. |
dwarven-steel dagger of evisceration (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) Sharp, short and deadly. |
thought-forged iron dagger of persecution (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind Against +7% Unnatural On Hit: * 13% chance to reduce all saves and defense by 25 While equipped: Stats +1 Cun +3 Wil Sharp, short and deadly. |
truestriking voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +10 (+3 eff.) Apr +8 Sharp, short and deadly. |
Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 18 acid damage in a 4 radius ball. This damage will increase by 11% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Gleamreek (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Hit.r1 +8 light On Crit.r2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +12% light ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.20 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. |
Golle the Moldbrawn (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +8 nature On Hit: * 10% chance to reduce all saves and defense by 25 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee Ret 2 mind ----- def ----- Resists +9% mind Max.HP +12.00 HP.reg +0.70 ---------- 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. |
gifted thorny mindstar of storms (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +12 (+4 eff.) Melee+ 7 lightning Dmg.mod +7% lightning Res.pen +6% lightning ----- def ----- Resists +4% lightning ---------- 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. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag ---------- misc Mana/turn +0.10 Max.mana +20.00 A belt that goes around your waist. |
cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.93 to 48.67 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
ancient cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +11 (+7 eff.) Dmg.mod +11% temporal +10% physical +9% all Res.pen +5% temporal +8% physical ----- def ----- Resists +11% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Dimwedge' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +6 Wil dps ---------- Res.pen +15% darkness Melee Ret 2 mind 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% nature +11% all ---------- misc Mana/turn +0.14 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manudor the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +1% S.pwr/crit +6 Phasing +20% Acc +15 (+4 eff.) ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
Tempestvice (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% blight +5% lightning ----- def ----- Armour +1 Resists +6% lightning +6% fire +8% cold A pair of boots made of leather. |
pair of dwarven-steel boots 'Glimmertorrent' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Dex +1 Mag +9 Wil +4 Cun dps ---------- Dmg.mod +3% light ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +8 (+6 eff.) Melee+ 5 acid 3 lightning 4 cold 7 arcane 3 fire Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 ice +4 lightning +13 fire +7 arcane +10 acid On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Velatha' (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Melee+ 7 physical Dmg.mod +6% acid +5% physical Res.pen +25% acid ----- def ----- Armour +7 Fatigue +3% ---------- misc Max.stam +10.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.10 Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +6 arcane On Hit: 10% Elemental Bolt 1 Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Unarmed combat: Power 15.0 - 21.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Adeta the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Dmg.mod +9% temporal Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.04 A cap made of leather. |
Pitchfear (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Max.HP +40.00 Heal.mod +5% Disarm- +20% Confus- +10% A cap made of leather. |
cashmere wizard hat 'Durychak' (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Mag +6 Wil +1 Cun +4 Con dps ---------- Spell.crit +2% Crit.mult +10.00% Melee Ret 6 blight ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% Phys.save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Arukhad' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Max.hate +2.00 A pointy cloth hat, very wizardly... |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 10 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
290 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Duvolagrim (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +11 Str +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +9% acid ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe 'Glitterreign' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +10% light Acc +3 (+1 eff.) ----- def ----- Resists +3% blight +9% temporal Crit.chn- 5.00% Confus- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blizzardstrider the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Wil ----- def ----- Defense +20 (+7 eff.) Resists +3% cold Max.HP +41.00 ---------- 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. |
Borodurin the Deepsspawn1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Cun +3 Str dps ---------- Res.pen +5% mind Melee Ret 8 mind ----- def ----- Resists +6% darkness Mind.save +10 (+3 eff.) ---------- misc Light +6 See.Stealth +14 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cyrulranor the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Str dps ---------- Mind.crit +1% Melee Ret 12 fire ----- def ----- Defense +10 (+4 eff.) Resists +6% fire Phys.save +6 (+3 eff.) ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of the zealot1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
potent frost salve [power 21] potent frost salve [power 21]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 237] potent pain suppressor salve [power 237]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 52% cooldown modifier. Let you fight up to -237 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
potent water salve [power 21] potent water salve [power 21]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 52% cooldown modifier. Remove 1 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 343] powerful healing salve [power 343]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 52% cooldown modifier. Heal 343 Puts Talent Medical Injector on 13 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven-steel torque of gale force 'Gorevile' [power 230] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% nature ----- def ----- Armour +6 Resists +9% lightning +6% blight Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 13 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Daipar the Cornac Rogue level 26
43rd Regrowth 123rd year of Ascendancy at 09:51 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Daipar the Cornac Rogue level 16
5th Haze 122nd year of Ascendancy at 21:14 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Daipar the Cornac Rogue level 23
8th Decay 122nd year of Ascendancy at 17:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Daipar the Cornac Rogue level 19
26th Haze 122nd year of Ascendancy at 10:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Daipar the Cornac Rogue level 25
10th Decay 122nd year of Ascendancy at 23:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Daipar the Cornac Rogue level 23
2nd Decay 122nd year of Ascendancy at 04:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Daipar the Cornac Rogue level 10
39th Dusk 122nd year of Ascendancy at 11:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Daipar the Cornac Rogue level 20
26th Haze 122nd year of Ascendancy at 19:50 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Daipar the Cornac Rogue level 26
50th Regrowth 123rd year of Ascendancy at 17:54 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Daipar the Cornac Rogue level 26
43rd Regrowth 123rd year of Ascendancy at 09:51 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Daipar the Cornac Rogue level 7
2nd Mirth 122nd year of Ascendancy at 18:38 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Daipar the Cornac Rogue level 26
43rd Regrowth 123rd year of Ascendancy at 09:51 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Daipar the Cornac Rogue level 25
27th Regrowth 123rd year of Ascendancy at 03:03 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Daipar the Cornac Rogue level 15
69th Dusk 122nd year of Ascendancy at 07:58 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Daipar the Cornac Rogue level 18
23rd Haze 122nd year of Ascendancy at 08:06 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Daipar the Cornac Rogue level 25
26th Regrowth 123rd year of Ascendancy at 11:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Daipar the Cornac Rogue level 26
59th Regrowth 123rd year of Ascendancy at 04:31 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 63rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:08.
Talent Vitality is ready to use.
Today is the 64th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Saving done.
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 66th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Talent Quickdraw is ready to use.
Today is the 68th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.






































































































































