










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official 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 | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Bulwark |
Level / Exp | 40 / 22% |
Size | big |
Lifes / Deaths | Killed by sun-mage at level 14 on the 41st Retaking 124th year of Ascendancy at 04:21 0 / 8Killed by Emelevea the ritch larva at level 18 on the 8th Revenge 124th year of Ascendancy at 02:28 Killed by Gutira the ritch hive mother at level 20 on the 8th Revenge 124th year of Ascendancy at 16:22 Killed by Nektosh the One-Horned at level 30 on the 25th Pain 124th year of Ascendancy at 07:02 Killed by High Sun Paladin Aeryn at level 30 on the 51st Pain 124th year of Ascendancy at 22:09 Killed by Xabeth the black bear at level 32 on the 32nd Dearth 124th year of Ascendancy at 23:02 Killed by radiant horror at level 39 on the 13rd Revenge 125th year of Ascendancy at 14:54 Killed by Islyna the treant at level 40 on the 31st Revenge 125th year of Ascendancy at 15:16 |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 45 (base 21) |
Constitution | 69 (base 60) |
Magic | 33 (base 25) |
Willpower | 31 (base 10) |
Cunning | 38 (base 13) |
Resources
Life | 1/1565 |
Stamina | 35/304 |
Steam | 100/100 |
Healing Factor | 1.3727219866911 |
Regeneration | 19.576795705107 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 1 |
See Stealth | 41 |
See Invisible | 33 |
Offense: Mainhand
Damage | 114 |
Accuracy | 53 |
Crit Chance | 28% |
APR | 14 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Acid | +28% |
Nature | +20% |
Physical | +16% |
Cold | +5% |
All | +2% |
Offense: Damage Penetration
Acid | +53% |
Cold | +18% |
All | +13% |
Defense: Base
Armour (hardiness) | 42 (30%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 27 |
Physical Save | 67 |
Spell Save | 64 |
Mental Save | 42 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 28%( 70%) |
All | + 15%( 70%) |
Lightning | + 43%( 70%) |
Light | + 20%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 38%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 29% |
Disarm Resistance | 22% |
Confusion Resistance | 39% |
Knockback Resistance | 29% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -296 life. The duration and life will increase by 1% for every 1% life you have lost (currently 592 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +3% Resists +6% blight +6% light +9% nature ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Blind- +33% Confus- +19% ---------- misc Light +9 See.Stealth +41 See.Invis +33 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Ego++] Nature While equipped: Stats +4 Str +5 Wil +4 Cun dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +8% physical Phys.save +7 (+1 eff.) A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +15% lightning +3% temporal +12% darkness +15% cold +5% arcane Spell.save +12 (+3 eff.) HP.reg +9.00 ---------- misc Stam/turn +2.00 Max.stam +35.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 29/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% 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! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +11 Cun +9 Dex dps ---------- Acc +14 (+5 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +6% nature Max.HP +31.00 Disarm- +22% Pinning- +29% Knockbk- +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +14 (+6 eff.) Phys.spd +10% Dmg.mod +3% cold +8% physical Res.pen +5% cold Melee Ret 8 lightning ----- def ----- Resists +18% lightning Mind.save +10 (+3 eff.) Confus- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery 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 30 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 24 acid damage in a 4 radius ball. This damage will increase by 15% 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. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex +5 Mag +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +18% nature ----- def ----- Resists +12% nature Spell.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 49.0 - 58.8 Physical Uses 130% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+7 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 25% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +15% darkness Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +24 (+8 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 | ![]() 9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +11 Dex +4 Mag +5 Wil +9 Cun ----- def ----- Armour +14 Defense +26 (+8 eff.) Fatigue +8% Max.HP +37.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -419 life. The duration and life will increase by 1% for every 1% life you have lost (currently 837 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 302 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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] [can be learnt] 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 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light ----- def ----- Defense +30 (+9 eff.) Resists +13% fire +6% nature +17% cold Max.HP +60.00 Confus- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning +10% blight Melee Ret 4 blight ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 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 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +3% cold ----- def ----- Fatigue -4% Resists +15% darkness +3% cold HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% mind Blind- +10% Confus- +28% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +8 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +25 (+10 eff.) Res.pen +20% mind Acc +25 (+8 eff.) ----- def ----- Resists +2% physical ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +3 Mag dps ---------- Mind.pwr +8 (+4 eff.) S.pwr/crit +3 ----- def ----- Mind.save +8 (+2 eff.) Confus- +16% ---------- misc Mana/turn +0.23 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +12% acid +32% physical +15% mind Res.pen +10% acid ----- def ----- Defense +17 (+6 eff.) Resists +15% mind ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 52.89 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Defense +11 (+4 eff.) Resists +6% cold +5% arcane +15% mind Mind.save +12 (+4 eff.) Die.at -80.00 life Blind- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 71.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 light On Hit: * 20% chance to slow global speed by 50% While equipped: ----- def ----- Defense +20 (+6 eff.) Resists +5% arcane Crit.chn- 15.00% Heal.mod +10% Disease- +20% Teleport- +10% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 fire On Crit.r2 +61 fire On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: Stats +10 Cun dps ---------- Mind.crit +2% All.spd +8% Res.pen +16% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Ego] Master/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +5% Living Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 16.83 arcane and 17.82 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+12 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T3 mace 1H weapon [Ego] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +27% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 15 While equipped: ----- def ----- Disease- +10% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 nature While equipped: Stats +6 Str +8 Dex +7 Mag +7 Wil +4 Cun +6 Con Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 mind On Crit.r2 +16 darkness While equipped: Stats +11 Con +9 Wil dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +15% darkness +12% mind Melee Ret 8 mind ----- def ----- Mind.save +6 (+2 eff.) Max.HP +32.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +16 acid On Crit.r2 +12 nature +8 acid On Hit: * 12 arcane resource burn While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid ---------- misc Light +2 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 cold One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 fire While equipped: dps ---------- Res.pen +25% lightning Acc +13 (+5 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +15% lightning +15% fire +9% light Disarm- +39% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 nature While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +9% cold ----- def ----- Resists +12% cold ---------- misc Psi/ret +0.08 Light +2 See.Invis +18 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 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% On Hit.r1 +8 nature On Crit.r2 +8 mind On Hit: * 20% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +18% nature Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Max.HP +29.00 HP.reg +1.10 ---------- 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. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +4 Mag +4 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 8 lightning Dmg.mod +9% lightning Res.pen +11% lightning ----- def ----- Resists +12% lightning +12% mind Mind.save +8 (+2 eff.) ---------- misc Psi/turn +0.60 Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Disrupt Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 9 acid Dmg.mod +4% acid Res.pen +12% acid ----- def ----- Resists +9% acid HP.reg +2.00 ---------- 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. |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Dmg.mod +8% physical Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot [Random Unique] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Steampwr +11 (+5 eff.) Acc +18 (+6 eff.) On Hit (Ranged): * 10% chance to slow global speed by 50% ----- def ----- Resists +6% blight Blind- +10% Confus- +20% Pinning- +10% ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con ----- def ----- Resists +12% acid +11% lightning +7% cold +12% fire +2% all Spell.save +9 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego+] Psionic Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 24 On Melee Ret: * 11% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +5% fire +8% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 2.0 T3 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% acid On Melee Ret: * 7% chance to slow global speed by 50% * 4 arcane resource burn ----- def ----- Resists +12% darkness +15% mind +11% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +8 Mag +6 Wil dps ---------- Res.pen +20% mind ----- def ----- Defense +25 (+8 eff.) Resists +6% light +11% all Die.at -20.00 life Max.HP +80.00 HP.reg +4.00 Stun/Frz- +20% ---------- misc Mana/turn +0.21 Psi/turn +0.28 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Dmg.mod +11% lightning +10% physical +16% fire +9% cold ----- def ----- Resists +6% lightning +11% cold +24% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +9% blight +13% all Max.HP +54.00 HP.reg +4.30 Heal.mod +24% Poison- +30% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +25% nature Melee Ret 4 nature 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +9% darkness +21% cold HP.reg +4.40 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +4% physical +8% mind +18% cold Mind.save +19 (+6 eff.) ---------- misc Max.stam +30.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Mag +7 Wil +7 Cun dps ---------- Dmg.mod +15% mind ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% cold Crit.chn- 15.00% Mind.save +16 (+5 eff.) ---------- misc Max.hate +6.00 Light +3 See.Invis +15 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +12% Resists +12% nature +13% blight Mind.save +12 (+4 eff.) A suit of armour made of mail. This object's appearance was changed to The Untouchable. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% fire Melee Ret 2 fire ----- def ----- Armour +11 Fatigue +22% Resists +5% physical +6% arcane +19% cold Phys.save +10 (+2 eff.) Spell.save +15 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +17 Fatigue +18% Resists +17% blight +5% mind +29% darkness Phys.save +8 (+2 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- S.pwr/crit +6 Res.pen +15% blight Phasing +30% ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +11% darkness Max.HP +62.00 HP.reg +4.00 Heal.mod +12% ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +14.0% Mind.crit +6% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Resists +14% acid +12% darkness +11% blight Crit.chn- 5.00% Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +6% acid +11% temporal +6% cold +6% fire +15% lightning A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +9% temporal +15% acid Mind.save +9 (+3 eff.) Max.HP +40.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +20.00% Res.pen +20% darkness ----- def ----- Defense +10 (+3 eff.) Resists +6% darkness Phys.save +7 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +7% Dmg.mod +18% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +2 (+1 eff.) Resists +8% acid +8% fire +8% lightning +8% cold ---------- misc Equi/ret +0.32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Crit.mult +5.00% Phys.pwr +15 (+4 eff.) Dmg.mod +18% mind Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +2% physical Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +3 Resists +18% cold +6% nature +15% mind Phys.save +7 (+1 eff.) Spell.save +16 (+4 eff.) Mind.save +11 (+3 eff.) Teleport- +20% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Mov.spd +10% Res.pen +5% physical ----- def ----- Armour +4 Fatigue -2% Max.HP +38.00 ---------- misc Stam/turn +0.40 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Mov.spd +10% Res.pen +6% physical ----- def ----- Armour +4 Fatigue -3% Max.HP +39.00 ---------- misc Stam/turn +0.40 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 10 lightning Dmg.mod +8% lightning +9% arcane Res.pen +10% arcane Acc +19 (+7 eff.) Melee Ret 2 darkness ----- def ----- Armour +3 Resists +8% lightning +9% darkness Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% Resists +5% arcane +18% fire Heal.mod +20% Pinning- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 25% ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +5% fire +6% lightning +7% cold A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Res.pen +25% nature ----- def ----- Resists +6% nature +3% mind ---------- misc Light +4 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +11% nature +12% acid On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +12% temporal +5% arcane +9% fire +13% nature +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane +12% mind ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 139 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
By Ork the Orc Bulwark level 13
40th Retaking 124th year of Ascendancy at 20:08 see stats
By Ork the Orc Bulwark level 32
29th Dearth 124th year of Ascendancy at 08:15 see stats
By Ork the Orc Bulwark level 30
25th Pain 124th year of Ascendancy at 03:10 see stats
By Ork the Orc Bulwark level 10
28th Retaking 124th year of Ascendancy at 15:23 see stats
By Ork the Orc Bulwark level 20
8th Revenge 124th year of Ascendancy at 14:25 see stats
By Ork the Orc Bulwark level 30
24th Pain 124th year of Ascendancy at 05:03 see stats
By Ork the Orc Bulwark level 40
29th Revenge 125th year of Ascendancy at 13:08 see stats
By Ork the Orc Bulwark level 34
18th Remembrance 125th year of Ascendancy at 19:08 see stats
By Ork the Orc Bulwark level 31
27th Dearth 124th year of Ascendancy at 07:10 see stats
By Ork the Orc Bulwark level 40
31st Revenge 125th year of Ascendancy at 15:09 see stats
By Ork the Orc Bulwark level 36
50th Retaking 125th year of Ascendancy at 21:07 see stats
By Ork the Orc Bulwark level 39
13rd Revenge 125th year of Ascendancy at 17:54 see stats
By Ork the Orc Bulwark level 23
32nd Revenge 124th year of Ascendancy at 14:00 see stats
By Ork the Orc Bulwark level 30
25th Pain 124th year of Ascendancy at 07:02 see stats
Log
Islyna the treant uses Slime Spit.
Ce'Nakira the Treant's mucus ooze hits Ork for 43 nature damage.
Ork shrugs off Islyna the treant's 'Poison'!
Ork uses Infusion: Healing.
Ork receives 69 healing from Infusion: Healing.
Ork uses Shield Pummel.
Ork performs a melee critical strike against Ce'Nakira the treant!
Ce'Nakira the treant is not dazed anymore.
Ce'Nakira the treant is stunned!
Ce'Nakira the treant shares damage with his oozes!
Ork hits Ce'Nakira the treant for 56 physical, 0 arcane, 46 physical, 0 arcane (102 total damage).
Melee retaliation hits Ork for 0 arcane, 0 arcane (0 total damage).
Ce'Nakira the treant misses Ork.
Ce'Nakira the treant misses Ork.
Ce'Nakira the Treant's mucus ooze uses Slime Spit.
Ce'Nakira the Treant's mucus ooze's mind surges with critical power!
Ce'Nakira the Treant's mucus ooze slows down.
Ce'Nakira the Treant's mucus ooze hits Ork for 62 nature damage.
Islyna the treant's Slime Spit hits Ce'Nakira the Treant's mucus ooze for 239 nature damage.
Islyna the treant's Slime Spit hits Ork for 92 nature damage.
Talent Second Wind is ready to use.
Talent Orcish Fury is ready to use.
Talent Dig is ready to use.
Islyna the treant's nature damage is no longer so potent.
Ce'Nakira the Treant's mucus ooze has shook off the effects of their corrosion.
Islyna the treant uses Reclaim.
Islyna the treant's nature damage is more potent.
Islyna the treant hits Ork for 89 acid damage.
Ork the level 40 orc bulwark was corroded to death by Islyna the treant on level 1 of Primal Forest.