Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Annihilator |
Level / Exp | 20 / 2% |
Size | medium |
Lifes / Deaths | Killed by Islytha the void horror at level 18 on the 70th Dusk 122nd year of Ascendancy at 02:58 / 2Killed by Emevea the shadowblade at level 20 on the 72nd Dusk 122nd year of Ascendancy at 23:03 |
Primary Stats
Strength | 19 (base 14) |
Dexterity | 54 (base 48) |
Constitution | 16 (base 10) |
Magic | 17 (base 10) |
Willpower | 27 (base 10) |
Cunning | 56 (base 37) |
Resources
Life | -245/521 |
Positive | 87/107 |
Steam | 96/100 |
Healing Factor | 1.1745771506545 |
Regeneration | 6.636360901198 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 35 |
See Invisible | 35 |
Offense: Mainhand
Damage | 41 |
Accuracy | 57 |
Crit Chance | 22% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +3% |
Nature | +9% |
Blight | +6% |
Arcane | +4% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 21 |
Physical Save | 37 |
Spell Save | 15 |
Mental Save | 27 |
Defense: Resistances
Cold | + 10%( 70%) |
Acid | + 23%( 70%) |
Fire | + 25%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Stun Resistance | 19% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% 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 Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Dairidotar' (0 def, 2 armour) pair of rough leather boots 'Dairidotar' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Mind.crit +3% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +2 Max.HP +80.00 Blind- +10% ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A pair of boots made of leather. |
Quiver | pouch of steel shots 'Sepsisclash' (17/18, 28-33 power, 2 apr) pouch of steel shots 'Sepsisclash' (17/18, 28-33 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +8 darkness On Crit.r2 +16 mind On Hit: * 20% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 Shots are used with slings to pummel your foes to death. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- 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 | Leleredohell the Greenslicer (0 def, 6 armour) Leleredohell the Greenslicer (0 def, 6 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% acid On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +6 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% 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 | Xyminne the iron torque of gale force [power 100] (8/15 cooldown) Xyminne the iron torque of gale force [power 100] (8/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind ---------- misc Equi/ret +0.04 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 103 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Gloruth' copper ring 'Gloruth'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +1 Con dps ---------- Dmg.mod +6% blight ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.mana +100.00 Infravis +1 Rings make your fingers look great! |
On fingers | Lisiyada Lisiyada0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+5 eff.) Melee Ret 2 acid ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | insulating copper amulet of strength (+2) insulating copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
In main hand | iron steamgun 'Earydrachik' iron steamgun 'Earydrachik'4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Hit: 10% Overgrowth 1 Uses 2.0 Steam While equipped: Stats +3 Wil +2 Con dps ---------- Mind.crit +1% On Hit (Ranged): * 20% chance to reduce armor by 19% ----- def ----- Resists +6% acid HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Emelassra (0 def, 14 armour, 9-10 power, 21 block) Emelassra (0 def, 14 armour, 9-10 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 2 fire ----- def ----- Armour +14 Fatigue +8% Max.HP +40.00 Blind- +10% Confus- +10% Stun/Frz- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Gevea' (1 def, 2 armour) linen cloak 'Gevea' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Die.at -20.00 life Max.HP +32.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Toxingrind the cured leather armour (8 def, 5 armour) Toxingrind the cured leather armour (8 def, 5 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature Melee Ret 2 nature ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +7% Resists +17% acid +15% fire Phys.save +8 (+4 eff.) Max.HP +30.00 HP.reg +4.70 Heal.mod +12% A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 163% / cooldown 67%) medical injector implant of the duelist (efficiency 163% / cooldown 67%)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 163% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 40; cd 11) healing infusion (heal 40; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. 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 sneak (speed 651%; cd 15) movement infusion of the sneak (speed 651%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 651% 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 Cunning 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 wizard (speed 559%; cd 9) movement infusion of the wizard (speed 559%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 177; dur 4; cd 17) acid wave rune of the duelist (damage 177; dur 4; cd 17)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to unleash a cone dealing 177.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 199; dur 4; cd 16) shielding rune of the titan (absorb 199; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 199 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet of magic (+4) steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
dwarven-steel battleaxe 'Baledor' (29-44 power, 4 apr) dwarven-steel battleaxe 'Baledor' (29-44 power, 4 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% Melee+ +12 nature +16 darkness Against +12% Living On Crit.r2 +63 fire While equipped: dps ---------- Phys.pwr +10 (+4 eff.) All.spd +8% Res.pen +14% fire Apr +1 ----- def ----- Defense +15 (+8 eff.) Massive two-handed battleaxes. |
arcing steel dagger of daylight (12-15 power, 6 apr) arcing steel dagger of daylight (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, short and deadly. |
balanced steel dagger of enduring (10-13 power, 6 apr) balanced steel dagger of enduring (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Max.HP +13.00 Disarm- +20% Sharp, short and deadly. |
thought-forged dwarven-steel dagger (19-25 power, 7 apr) thought-forged dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind On Hit: * 10% chance to reduce all saves and defense by 27 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
truestriking dwarven-steel dagger (15-20 power, 7 apr) truestriking dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+4 eff.) Apr +7 Sharp, short and deadly. |
Hellscut the iron greatmaul (18-27 power, 1 apr) Hellscut the iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +3 Mag +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +27% arcane Res.pen +9% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
balanced dwarven-steel greatsword (37-59 power, 2 apr) balanced dwarven-steel greatsword (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +27% Massive two-handed swords. |
steel mace 'Malyromithad' (21-29 power, 3 apr) steel mace 'Malyromithad' (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +5.00% S.pwr/crit +4 Res.pen +10% blight ----- def ----- Armour +6 Spell.save +6 (+5 eff.) Blunt and deadly. |
creative thorny mindstar (7-7 power, 24 apr, nature damage) creative thorny mindstar (7-7 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +9.00% Mind.pwr +6 (+2 eff.) ---------- 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. |
horrifying vined mindstar of clarity (6-6 power, 18 apr, mind damage) horrifying vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 4 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +14.00 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. |
mossy mindstar 'Brandwild' (2-2 power, 12 apr, mind damage) mossy mindstar 'Brandwild' (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +16 fire On Crit.r2 +8 fire While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +15% lightning Res.pen +10% acid ----- def ----- Resists +21% fire ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 66.01 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
yew starstaff of fate (20-24 power, 4 apr, light element) yew starstaff of fate (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [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 +8% Spell.pwr +9 (+6 eff.) Dmg.mod +20% light ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Duvesus (32-48 power, 0 apr) Duvesus (32-48 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Random Unique] Nature/Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +18% acid +12% temporal +6% cold Mind.save +9 (+5 eff.) Die.at -20.00 life HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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! |
arcing steel steamsaw of fire resistance (+17%) (15-22 power, 0 apr) arcing steel steamsaw of fire resistance (+17%) (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +17% fire ---------- 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! |
balanced steel steamsaw of massacre (23-34 power, 0 apr) balanced steel steamsaw of massacre (23-34 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Fatigue +6% Disarm- +22% ---------- 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! |
iron steamsaw of arcane resistance (+10%) (11-16 power, 0 apr) iron steamsaw of arcane resistance (+10%) (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Disrupt/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +10% arcane ---------- 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! |
steel steamsaw 'Islotta' (12-18 power, 0 apr) steel steamsaw 'Islotta' (12-18 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit.r1 +20 arcane On Crit.r2 +12 arcane Uses 1.0 Steam While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +17% lightning +5% arcane ---------- 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! |
steel waraxe of erosion (11-15 power, 3 apr) steel waraxe of erosion (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
rough leather belt 'Zodutir' rough leather belt 'Zodutir'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% physical Melee Ret 4 physical ----- def ----- Armour +2 Max.HP +30.00 ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Zofang the linen cloak (1 def, 2 armour) Zofang the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Res.pen +5% mind Apr +4 ----- def ----- Armour +2 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. |
Ce'Naba the Splendourraider (0 def, 0 armour) Ce'Naba the Splendourraider (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +7 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+3 eff.) Dmg.mod +20% temporal +14% darkness +3% light +6% arcane +10% physical Res.pen +7% temporal +10% light +7% physical Melee Ret 4 light ----- def ----- Resists +3% light +21% darkness +11% all Anom.red +10 ---------- misc Max.mana +50.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Heatminister (0 def, 8 armour) Heatminister (0 def, 8 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% acid ----- def ----- Armour +8 Resists +16% acid +3% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of darkness (+15%) (0 def, 0 armour) spellwoven cashmere robe of darkness (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +11% all Spell.save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +52.00 HP.reg +2.70 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growthresolve (0 def, 5 armour) Growthresolve (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +5 Fatigue +2% Resists +3% darkness ---------- 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. |
Xeromina the Furnacetreason (0 def, 1 armour) Xeromina the Furnacetreason (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +15% lightning +3% fire ----- def ----- Armour +1 Resists +9% fire Def/telep +10 Res/telep +10% Dur/telep +10% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour) sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% 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. |
Nerena the Airsear (0 def, 1 armour) Nerena the Airsear (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +27% lightning Melee Ret 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness A cap made of leather. |
grounding hardened leather cap (0 def, 3 armour) grounding hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal A cap made of leather. |
grounding iron helm of absorption (0 def, 3 armour) grounding iron helm of absorption (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Stam/ret +0.70 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat of nature (+5%) (1 def, 0 armour) grounding linen wizard hat of nature (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal +16% nature A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
rough leather cap 'Mucusimmortal' (0 def, 1 armour) rough leather cap 'Mucusimmortal' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +3% fire A cap made of leather. |
spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
enlightening steel mail armour of clarity (2 def, 6 armour) enlightening steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +24 (+12 eff.) A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 11 armour) impenetrable steel mail armour (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
hardened leather armour of clarity (9 def, 6 armour) hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +7% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
nimble rough leather armour of the hero (5 def, 2 armour) nimble rough leather armour of the hero (5 def, 2 armour)9.0 T1 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +7 Dex +4 Mag +3 Wil +4 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +6% Max.HP +32.00 A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour) rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +20% fire HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating hardened leather armour of resilience (9 def, 6 armour) rejuvenating hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +20.00 HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Isludhemina the Murkwing (0 def, 7 armour) Isludhemina the Murkwing (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% darkness Res.pen +10% lightning +15% nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +7 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
steel shield 'Pitchfurnace' (0 def, 4 armour, 16-19 power, 37 block) steel shield 'Pitchfurnace' (0 def, 4 armour, 16-19 power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 While equipped: dps ---------- Dmg.mod +21% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Fatigue +8% Resists +6% darkness +19% cold ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
blazing quiver of ash arrows (21/21, 20-28 power, 7 apr) blazing quiver of ash arrows (21/21, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +21 fire On Crit.r2 +9 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of accuracy (19/19, 17-24 power, 7 apr) quiver of ash arrows of accuracy (19/19, 17-24 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 17.5 - 24.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
5 agate 5 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. |
60 alchemist agate 60 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine 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 opal 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. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
Transmogrification Chest 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. |
blazing pouch of steel shots of wind (20/20, 20-24 power, 2 apr) blazing pouch of steel shots of wind (20/20, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Proj.spd +200% Ranged+ +8 fire On Crit.r2 +7 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Shots are used with slings to pummel your foes to death. |
Getezilarab [power 10] (8/15 cooldown) Getezilarab [power 10] (8/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% mind +20% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +12% acid Reveal the area around you, dispelling darkness (radius 10, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns 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. |
5 ametrine 5 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. |
3 citrine 3 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. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By REAL the Cornac Annihilator level 18
57th Dusk 122nd year of Ascendancy at 12:21 see stats
By REAL the Cornac Annihilator level 10
4th Flare 122nd year of Ascendancy at 05:26 see stats
By REAL the Cornac Annihilator level 20
72nd Dusk 122nd year of Ascendancy at 20:52 see stats
By REAL the Cornac Annihilator level 6
77th Pyre 122nd year of Ascendancy at 22:25 see stats
By REAL the Cornac Annihilator level 15
19th Dusk 122nd year of Ascendancy at 16:26 see stats
By REAL the Cornac Annihilator level 18
70th Dusk 122nd year of Ascendancy at 02:58 see stats
Log
Lava floor heals Emevea the shadowblade!
Emevea the shadowblade receives 49 healing.
Lava floor burns REAL!
Emevea the shadowblade hits REAL for (44 absorbed), 0 fire (0 total damage).
Lava floor heals Emevea the shadowblade!
Emevea the shadowblade receives 67 healing.
The shield around REAL crumbles.
Lava floor burns REAL!
Emevea the shadowblade hits REAL for (22 exoskeleton), 22 fire (22 total damage).
Lava floor heals Emevea the shadowblade!
Emevea the shadowblade receives 67 healing.
Emevea the shadowblade is no longer pinned.
Emevea the shadowblade's surge ends.
Lava floor burns REAL!
Emevea the shadowblade hits REAL for (22 exoskeleton), 22 fire (22 total damage).
REAL deactivates Boltgun.
REAL shoots!
Lava floor heals Emevea the shadowblade!
Emevea the shadowblade casts Shadowstep.
Emevea the shadowblade deactivates Fearscape.
REAL's is surrounded with an all-consuming flame!
REAL is dazed!
Emevea the shadowblade receives 67 healing.
Emevea the shadowblade hits REAL for (30 reactive armor), (21 exoskeleton), 150 darkness (151 total damage).
Melee retaliation hits Emevea the shadowblade for 2 acid, 5 light, 1 fire, 2 nature (12 total damage).
REAL the level 20 cornac annihilator was darkened to death by Emevea the shadowblade on level 1 of Fearscape.
You are brought back from the Fearscape!