










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Poltergeist Scorpion's Tail at level 22 on the 64th Dusk 122nd year of Ascendancy at 20:04 / 1 |
Primary Stats
| Strength | 45 (base 12) |
| Dexterity | 36 (base 12) |
| Constitution | 50 (base 12) |
| Magic | 76 (base 51) |
| Willpower | 62 (base 42) |
| Cunning | 39 (base 12) |
Resources
| Mana | 326/486 |
| Equilibrium | 185 |
| Vim | 79/184 |
| Life | -168/707 |
| Positive | 93/113 |
| Paradox | 300 |
| Psi | 152/152 |
| Healing Factor | 1.4639240702443 |
| Regeneration | 6.9653158126171 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Arcane | +4% |
| Cold | +8% |
| All | 0% |
| Darkness | +10% |
| Light | +9% |
| Physical | +13% |
| Lightning | +10% |
| Fire | +64% |
| Mind | +9% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +37% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 17 (39.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 34 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 28%( 70%) |
| Cold | 0%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 12% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Fire | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Corruption / Fearfire | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Deachlol. Escort: lost warrior (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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. | 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. | 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 |
Equipment
| Psionic focus | Singerune the voratun dagger (36-47 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 blight +4 fire On Crit.r2 +85 fire While equipped: Stats +10 Str +18 Dex +11 Mag +12 Wil +13 Cun +13 Con dps ---------- All.spd +9% Phys.spd +10% Res.pen +17% fire Acc +18 (+6 eff.) ----- def ----- Resists +6% light +18% blight Sharp, short and deadly. This item has been sent to the Item's Vault. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- 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. |
| On head | Aromas (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +4 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +7% acid +7% physical +10% darkness +4% lightning +8% cold +4% arcane +3% fire Res.pen +20% temporal ----- def ----- Defense +2 (+1 eff.) Resists +8% physical +9% darkness +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.19 Max.hate +7.00 A pointy cloth hat, very wizardly... |
| On feet | Arcdream the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Mag +5 Con dps ---------- Dmg.mod +6% lightning +6% physical Res.pen +20% lightning Melee Ret 8 lightning ----- def ----- Armour +3 ---------- misc See.Invis +12 Size +1 A pair of boots made of leather. |
| Tool | Firepall [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% fire Res.pen +20% fire ---------- misc Hate/m.crit +2.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 260 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elenihor the Duskzephyr0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +26% acid +6% darkness Die.at -20.00 life Max.HP +100.00 Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of clarity0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | gold amulet 'Healstone'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% fire On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Phys.save +15 (+6 eff.) ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | earthen elven-wood magestaff of warding (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ----- def ----- Armour +6 Hardiness +4% Defense +4 (+2 eff.) Phys.save +7 (+3 eff.) ---------- misc Wards +2 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Searwaker the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +24% fire +9% light +9% mind Acc +11 (+3 eff.) ----- def ----- Armour +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Oozebolt the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 58% * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +3% mind +2% physical Mind.save +6 (+2 eff.) Max.HP +63.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+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 | Goruziladin the Brighthack (9 def, 6 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +3% fire ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +7% mind Mind.save +21 (+7 eff.) ---------- misc Hate/m.crit +3.00 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 80% / cooldown 66%)0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 74%)0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 107% / cooldown 98%)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 107% efficiency and cooldown mod of 98%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] 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 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (die at -422; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 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 6 turns. While Heroism is active, you will only die when reaching -422 life. The duration and life will increase by 1% for every 1% life you have lost (currently 944 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 572%; cd 18)0.1 infusion scroll [Ego] 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 increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the titan (speed 588%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Pureborn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +18% lightning Res.pen +25% nature On Hit (Melee): * 10% chance to slow global speed by 58% Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
grounding gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% lightning Stun/Frz- +20% 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- +20% Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+4 eff.) HP.reg +2.00 Stun/Frz- +31% Rings make your fingers look great! |
cruel elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of greater warding (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +7 Defense +6 (+3 eff.) ---------- misc Wards +3 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of warding (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/Master 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 +9% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc Wards +2 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of breaching (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane 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 +14 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire Res.pen +10% lightning +10% cold +10% arcane +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane 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 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% fire ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Wards +2 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane 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 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Resists +6% darkness +6% temporal Def/telep +6 Res/telep +5% Dur/telep +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Normal] 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 (+3 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +16 (+6 eff.) Dmg.mod +25% light ---------- misc Vim/s.crit +2.00 Max.vim +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold ----- def ----- Armour +2 Resists +2% all The blade glows faintly blue, and reflects a sky full of stormy clouds. |
steel battleaxe (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +10 Massive two-handed battleaxes. |
truestriking stralite battleaxe (41-62 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +10 (+3 eff.) Apr +9 Massive two-handed battleaxes. |
flaming dwarven-steel greatsword of daylight (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light Against +17% Undead On Hit.r1 +14 fire Massive two-handed swords. |
plaguebringer's steel longsword of vileness (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +15% Sharp, long, and deadly. |
truestriking dwarven-steel longsword (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
arcing dwarven-steel mace of massacre (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Blunt and deadly. |
dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace of phasing (26-37 power, 9 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.5% Atk.spd 100% Phasing +13% Blunt and deadly. |
chilling steel waraxe of vileness (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight +7 cold On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 One-handed war axes. |
warbringer's steel waraxe of enduring (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +9 Con +7 Wil dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Max.HP +17.00 Disarm- +16% One-handed war axes. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe of shearing (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +10 (+3 eff.) Apr +7 One-handed war axes. |
plaguebringer's dwarven-steel waraxe of projection (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +10% One-handed war axes. |
arcing dwarven-steel dagger of phasing (18-23 power, 15 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, short and deadly. |
hateful stralite dagger of projection (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 darkness Against +13% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
creative thorny mindstar of venom (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 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 +4 Cun dps ---------- Mind.crit +3% Crit.mult +9.00% Mind.pwr +6 (+2 eff.) Melee+ 4 acid Dmg.mod +9% acid Res.pen +7% acid ----- def ----- Resists +8% 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. |
manaburning thorny mindstar of sand (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 7.0 - 7.7 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: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 physical Dmg.mod +6% physical Res.pen +7% physical ----- def ----- Resists +5% arcane +6% physical ---------- 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. |
protector's thorny mindstar of storms (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt Power 8.5 - 9.4 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 +2 Str +3 Dex +4 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +7% lightning Res.pen +4% lightning ----- def ----- Resists +4% lightning +4% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
steel steamsaw of the stars (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% light +12% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
corrosive dwarven-steel steamsaw of crippling (20-29 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% On Melee Ret: * 11% chance to reduce armor by 35% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% acid ---------- 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! |
hateful dwarven-steel steamsaw of reflection (20-29 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Psionic/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +7 darkness Against +7% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light +12% darkness ---------- 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! |
reinforced dwarven-steel steamsaw of winter (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +5 Defense +6 (+3 eff.) Fatigue +8% Resists +12% cold ---------- 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! |
swiftstrike yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Res.pen +11% all Acc +8 (+2 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
quiver of ash arrows 'Vorymita' (13/16, 28-40 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 16 Ranged+ +12 blight +14 darkness +17 nature Against +9% Living On Crit.r2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (23/23, 30-41 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
windwalling dwarven-steel shield (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil ----- def ----- Armour +6 Fatigue +8% Resists +13% physical Shield.near.proj +49 Proj.slow +19% ---------- misc Talents +1 Block Handheld deflection devices. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
Issyziladin the Chargecrack (0 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +19 Fatigue +17% Resists +16% lightning Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+4 eff.) Max.HP +30.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of fire resistance (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +18% fire A suit of armour made of metal plates. |
Runefang1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +3 Str dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +2% physical Phys.save +6 (+3 eff.) ---------- misc Light +2 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Glowmalice (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% acid Res.pen +5% light +10% physical ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% ---------- misc Light +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 98.64 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Acc +8 (+2 eff.) Apr +7 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +29 (+11 eff.) Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% On Hit: * 12% chance to reduce armor by 35% * 23 arcane resource burn * 17% chance to slow global speed by 58% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aereba the dwarven-steel gauntlets (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Dex +2 Wil +4 Cun +2 Con dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Crit.dmg- 15.00% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
miner's rough leather hat of dexterity (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
fearwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Mind.crit +2% Spell.pwr +4 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +7% darkness +5% physical ----- def ----- Defense +2 (+1 eff.) Resists +11% darkness +9% physical ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Mind.crit +4% Spell.pwr +4 (+2 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 172.3 Physical damage. If the attack hits, the target is confused (36% 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. |
bladed hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 172.3 Physical damage. If the attack hits, the target is confused (36% 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. |
Urthydig the Splendourgrit (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% darkness Spell.save +3 (+1 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 172.3 Physical damage. If the attack hits, the target is confused (36% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
6 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. |
7 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. |
7 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. |
5 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. |
5 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. |
2 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. |
2 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. |
3 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. |
onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
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. |
brass lantern2.0 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. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Brodanarindil' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Fatigue -5% Resists +3% mind +9% fire Phys.save +3 (+2 eff.) Disease- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glaciertrail [power 260] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +12% acid +6% cold ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 57 lightning damage and will be dazed for 1 turn (286 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Deachlol the Cornac Adventurer level 19
39th Dusk 122nd year of Ascendancy at 10:37 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Deachlol the Cornac Adventurer level 19
39th Dusk 122nd year of Ascendancy at 04:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Deachlol the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 00:48 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Deachlol the Cornac Adventurer level 20
39th Dusk 122nd year of Ascendancy at 16:05 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Deachlol the Cornac Adventurer level 17
18th Dusk 122nd year of Ascendancy at 09:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Deachlol the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 18:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Deachlol the Cornac Adventurer level 16
8th Dusk 122nd year of Ascendancy at 06:32 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Deachlol the Cornac Adventurer level 16
15th Dusk 122nd year of Ascendancy at 22:53 see stats
Log
Poltergeist Scorpion's Tail uses Dual Strike.
Deachlol is stunned!
Deachlol is being stalked by Poltergeist Scorpion's Tail!
Deachlol hits Poltergeist Scorpion's Tail for 77 fire damage.
Melee retaliation hits Poltergeist Scorpion's Tail for 8 lightning, 19 fire, 15 light, 8 lightning, 19 fire, 15 light, 4 lightning, 8 fire, 6 light (103 total damage).
Poltergeist Scorpion's Tail hits Deachlol for 57 physical, 2 physical, 3 nature, 71 physical, 4 nature, 3 physical (139 total damage).
Greater Weapon Focus from Poltergeist Scorpion's Tail hits Deachlol for 60 physical, 2 physical, 3 nature (66 total damage).
Deachlol's cleansing fire area effect hits Poltergeist Scorpion's Tail for 11 fire damage.
Deachlol's cleansing fire area effect hits Deachlol for 7 fire damage.
Deachlol's cleansing fire area effect hits Poltergeist Scorpion's Tail for 11 fire damage.
Deachlol's cleansing fire area effect hits Deachlol for 7 fire damage.
Deachlol's cleansing fire area effect hits Poltergeist Scorpion's Tail for 11 fire damage.
Deachlol's cleansing fire area effect hits Deachlol for 7 fire damage.
Deachlol's cleansing fire area effect hits Poltergeist Scorpion's Tail for 11 fire damage.
Deachlol receives 32 healing from Deachlol's demonfire area effect.
Deachlol's demonfire area effect hits Poltergeist Scorpion's Tail for 15 fire damage.
Burning from Deachlol hits Poltergeist Scorpion's Tail for 27 fire damage.
Deachlol's Beyond the Flesh misses Poltergeist Scorpion's Tail.
Bleeding from Poltergeist Scorpion's Tail hits Deachlol for 3 physical damage.
Poison from Poltergeist Scorpion's Tail hits Deachlol for 19 nature damage.
Greater Weapon Focus from Poltergeist Scorpion's Tail performs a melee critical strike against Deachlol!
Poltergeist Scorpion's Tail uses Disarm.
Deachlol is no longer being stalked by Greater Weapon Focus from Poltergeist Scorpion's Tail.
Deachlol is disarmed!
Deachlol is pinned to the ground.
Poltergeist Scorpion's Tail hits Deachlol for 69 physical, 4 nature, 3 physical (76 total damage).
Greater Weapon Focus from Poltergeist Scorpion's Tail hits Deachlol for 114 physical, 4 nature, 3 physical, 61 physical, 4 nature, 3 physical, 50 physical (240 total damage).
Melee retaliation hits Poltergeist Scorpion's Tail for 4 lightning, 8 fire, 6 light, 4 lightning, 8 fire, 6 light, 4 lightning, 8 fire, 6 light, 4 lightning, 8 fire, 6 light, 4 lightning, 8 fire, 6 light (90 total damage).
Deachlol the level 22 cornac adventurer was swiped to death by a Poltergeist Scorpion's Tail on level 2 of Dreadfell.
Poltergeist Scorpion's Tail prepares for the next kill!




























































































































