















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Store Restocker 1.5.5Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/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 Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Embers of Rage 1.7.0Official 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 24 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Emelobremina the lesser vampire at level 15 on the 4th Haze 122nd year of Ascendancy at 14:25 0 / 7Killed by Agmo at level 16 on the 28th Haze 122nd year of Ascendancy at 10:25 Killed by Blood Master at level 17 on the 55th Haze 122nd year of Ascendancy at 21:51 Killed by worm that walks at level 22 on the 1st Regrowth 123rd year of Ascendancy at 14:09 Killed by Poltergeist Umbral Razor at level 24 on the 14th Regrowth 123rd year of Ascendancy at 04:47 Killed by Poltergeist Umbral Razor at level 24 on the 14th Regrowth 123rd year of Ascendancy at 05:52 Killed by Poltergeist Umbral Razor at level 24 on the 14th Regrowth 123rd year of Ascendancy at 07:56 |
Primary Stats
| Strength | 35 (base 25) |
| Dexterity | 51 (base 40) |
| Constitution | 30 (base 19) |
| Magic | 12 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 48 (base 40) |
Resources
| Life | -90/505 |
| Steam | 7/100 |
| Healing Factor | 1.6092147729953 |
| Regeneration | 18.103666196198 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 44 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +34% |
| Light | +22% |
| Nature | +11% |
| Physical | +8% |
| Lightning | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Blight | +15% |
| Nature | +5% |
| Darkness | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 22 |
| Physical Save | 40 |
| Spell Save | 14 |
| Mental Save | 43 |
Defense: Resistances
| Darkness | + 17%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 41%( 70%) |
| Nature | + 30%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 52% |
| Poison Resistance | 40% |
| Silence Resistance | 30% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 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 ice ant stinger. * You've found the needed skeleton mage skull. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Dagidas the Unlightmaim (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +24% darkness Res.pen +5% darkness +15% acid On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +5 Fatigue +3% Phys.save +16 (+5 eff.) Mind.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of dwarven-steel shots 'Skyripper' (13/16, 138% power, 3 apr) 3.0 T3 shot ammo [Rare] Nature Power 138% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +20 lightning +5 nature On Hit.r1 +20 lightning On Crit.r2 +4 lightning On Hit: * 20 arcane resource burn While equipped: ---------- misc Talents +2 Botanical Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | thaloren hardened leather hat of dexterity (+6) (0 def, 4 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Dex +4 Wil ----- def ----- Armour +4 Fatigue +3% Resists +8% blight Mind.save +12 (+4 eff.) Silence- +20% A hat made of leather. Very stylish. |
| On hands | Eilinitha the Pitchmaim (10 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Fatigue +3% Resists +6% darkness +5% physical Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Silence- +10% Disarm- +106% ---------- misc Talents +1 Iron Grip 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 | Yvyriabeth the elven-wood totem of healing [power 362] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Mind.crit +5% ---------- misc Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning Res.pen +5% acid +15% blight On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +22% lightning Mind.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 29/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Eilinumivea the Morbusbore (65% power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Melee+ +10 light +10 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +10% darkness +3% nature +12% light Res.pen +5% nature ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +6% Resists +16% lightning +11% light +11% darkness ---------- misc Max.hate +10.00 Wards +3 lightning +4 temporal +3 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +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! |
| Cloak | murderer's cashmere cloak of implacability (3 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +3 (+1 eff.) Resists +18% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (15 def, 8 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue +7% Max.HP +40.00 HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
steam generator implant of the duelist (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 270.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 124; 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 direct a cone of chilling stormwind doing 124.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 133; dur 4; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 133.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 15; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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: 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: Antimagic 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: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
3 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 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: Iron Grip0.1 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: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 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: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 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: Steamsaw0.1 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: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mindweaver's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +9 (+5 eff.) Melee+ 6 light 5 darkness Dmg.mod +5% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 18% * 6% chance to blind ----- def ----- Mind.save +7 (+3 eff.) Confus- +11% Amulets make your neck look great! |
Gunysus the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Cun +6 Con dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
marksman's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% fire Acc +4 (+2 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (180% power, 7 apr)3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 180% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. This item has been sent to the Item's Vault. |
truestriking dwarven-steel battleaxe of phasing (138% power, 16 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +6.5% Atk.spd 100% Phasing +19% While equipped: dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +12 Massive two-handed battleaxes. |
balanced steel dagger of evisceration (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +27% Sharp, short and deadly. |
elemental dwarven-steel dagger (117% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +10% fire Sharp, short and deadly. |
acidic steel greatsword (127% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
throat-seeking yew longbow4.0 T3 longbow 2H weapon [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +11% nature Longbows are used to shoot arrows at your foes. |
chilling dwarven-steel mace of crippling (131% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Blunt and deadly. |
gifted vined mindstar of resolve (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Spell.save +2 (+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. |
mighty hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical 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 +12 (+10 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
yew magestaff of wizardry (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+10 eff.) Dmg.mod +20% lightning ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blazequeen the dwarven-steel steamsaw (126% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 127% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Hit.r1 +4 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% arcane Acc +7 (+3 eff.) Melee Ret 4 arcane ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +8% Resists +9% mind +9% fire Disarm- +28% ---------- 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! |
Frostbite (117% power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
blazebringer's dwarven-steel steamsaw of lightning resistance (+20%) (125% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Crit.r2 +22 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +7% fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +20% lightning ---------- 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! |
shocking dwarven-steel steamsaw of corruption (119% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Nature/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: 20% Curse of Vulnerability 3 Uses 1.0 Steam While equipped: dps ---------- Melee+ 10 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of shrapnel (105% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- 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! |
truestriking stralite steamsaw of projection (137% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% physical Acc +13 (+5 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
wrathful dwarven-steel steamsaw of winter (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Nature/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +40 Uses 1.0 Steam When used to Attack: Melee+ +13 cold On Crit.r2 +24 light +13 fire While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% cold +8% light +6% fire ---------- 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! |
elemental orichalcum trident of erosion (166% power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Arcane/Nature Power 166% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +19 nature On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +33% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident of shearing (133% power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Master Power 134% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all +12% physical Acc +21 (+7 eff.) Apr +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing steel waraxe of crippling (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Anagarion1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Gildatha the Wretchwell (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +0% lightning +16% cold +0% nature Poison- +10% Disarm- +20% Stun/Frz- +0% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 9 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcstar (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning Res.pen +15% darkness Apr +3 On Hit (Melee): * 20% chance to reduce damage dealt by 18% * 10% chance to reduce armor by 17% ----- def ----- Armour +1 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
undeterred pair of hardened leather boots of evasion (6 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +6 (+2 eff.) Silence- +28% Confus- +23% Stun/Frz- +22% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 43 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Shadowjeer the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Cun dps ---------- Res.pen +25% temporal Melee Ret 4 darkness 4 temporal ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Max.psi +50.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Amatir the Glareraptor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +5% fire +3% blight +6% cold Spell.save +12 (+9 eff.) A hat made of leather. Very stylish. |
Murksaw the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +10% temporal +6% nature +15% acid Crit.dmg- 15.00% Silence- +0% A hat made of leather. Very stylish. |
champion's dwarven-steel helm of dexterity (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Wil ----- def ----- Armour +4 Fatigue +4% Mind.save +5 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% physical Phys.save +8 (+3 eff.) A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% Poison- +0% Disease- +0% Cut- +0% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +16 (+6 eff.) Max.HP +32.00 HP.reg +7.00 Heal.mod +12% A suit of armour made of mail. |
volcanic cured leather armour of Eyal (6 def, 11 armour)9.0 T2 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +15% fire +12% physical Max.HP +32.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of leather. |
Samekor the steel plate armour (5 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +5% S.pwr/crit +4 Dmg.mod +6% blight Res.pen +15% blight Melee Ret 8 blight ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +22% Mind.save +14 (+5 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
acidic dwarven-steel shield of acid resistance (+17%) (0 def, 6 armour, 140% power, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 140% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit: * 14% chance to reduce armor by 17% While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 118% power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 118% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
67 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. |
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. |
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. |
3 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 172] simple healing salve [power 172]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Heal 172 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of steel shots of grasping (20/20, 134% power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 128 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
crude waterproof coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
good antimagic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good hook shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunder grenade0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +2 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
steel viral needlegun0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
overpowered ash totem of summon tentacle [power 230] (35 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 473 Base Damage: 236 Armor: 0 All Resist: 0 Puts all charms on 35 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Agmo the Cornac Annihilator level 11
2nd Flare 122nd year of Ascendancy at 18:57 see stats
Earth Master
Killed Harkor'Zun.By Agmo the Cornac Annihilator level 17
2nd Decay 122nd year of Ascendancy at 10:46 see stats
Exterminator
Killed 1000 creatures.By Agmo the Cornac Annihilator level 19
5th Decay 122nd year of Ascendancy at 09:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Agmo the Cornac Annihilator level 23
1st Regrowth 123rd year of Ascendancy at 21:47 see stats
Level 10
Got a character to level 10.By Agmo the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 07:38 see stats
Level 20
Got a character to level 20.By Agmo the Cornac Annihilator level 20
6th Decay 122nd year of Ascendancy at 06:03 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Agmo the Cornac Annihilator level 23
1st Regrowth 123rd year of Ascendancy at 22:16 see stats
That was close
Killed your target while having only 1 life left.By Agmo the Cornac Annihilator level 22
1st Regrowth 123rd year of Ascendancy at 14:07 see stats
The Arena
Unlocked Arena mode.By Agmo the Cornac Annihilator level 12
10th Dusk 122nd year of Ascendancy at 05:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Agmo the Cornac Annihilator level 17
55th Haze 122nd year of Ascendancy at 22:49 see stats
The secret city
Discovered the truth about mages.By Agmo the Cornac Annihilator level 20
3rd Allure 123rd year of Ascendancy at 07:59 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Agmo the Cornac Annihilator level 17
55th Haze 122nd year of Ascendancy at 18:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Agmo the Cornac Annihilator level 17
80th Haze 122nd year of Ascendancy at 00:23 see stats
Log
Poltergeist Umbral Razor uses Dominate.
Agmo shrugs off Poltergeist Umbral Razor's 'Dominated'!
Agmo's AED triggers!
Static Shield from Agmo misses Poltergeist Umbral Razor.
Agmo resists the shadowy cut
Agmo's Botanical Shell is disrupted by his wounds!
Agmo resists the shadowy cut
Agmo's Grenade Launcher misses Poltergeist Umbral Razor.
Agmo's Grenade Launcher misses Poltergeist Umbral Razor.
Agmo's Grenade Launcher hits Poltergeist Umbral Razor for 88 physical, 21 lightning, 5 physical, 5 nature, 0 arcane, 21 lightning (141 total damage).
AED hits Poltergeist Umbral Razor for 112 lightning damage.
Poltergeist Umbral Razor hits Agmo for (0 exoskeleton), 0 darkness, (9 reactive armor), (14 exoskeleton), 38 physical, (0 exoskeleton), 40 darkness, (0 exoskeleton), 40 physical (118 total damage).
Poltergeist Umbral Razor hits Poltergeist Umbral Razor for 16 healing, 16 healing (0 total damage) [32 healing].
Agmo receives 308 healing from AED.
Poltergeist Umbral Razor is dazed!
Agmo's AED deactivates.
Poltergeist Umbral Razor is not dazed anymore.
Agmo's Reactive Armor misses Poltergeist Umbral Razor.
Agmo's Reactive Armor hits Poltergeist Umbral Razor for 20 physical, 21 lightning, 5 physical, 5 nature, 0 arcane, 21 lightning (73 total damage).
Agmo's Reactive Armor hits Poltergeist Umbral Razor for 19 physical, 21 lightning, 5 physical, 5 nature, 0 arcane, 21 lightning (72 total damage).
The static shield around Agmo crumbles.
Talent Create Tinker is ready to use.
Bleeding from Poltergeist Umbral Razor hits Agmo for (0 exoskeleton), 93 physical (93 total damage).
Shadow Cut from Poltergeist Umbral Razor hits Agmo for (0 exoskeleton), 20 darkness (20 total damage).
Poltergeist Umbral Razor performs a melee critical strike against Agmo!
Agmo resists the shadowy cut
Agmo is no longer being stalked by Poltergeist Umbral Razor.
Poltergeist Umbral Razor hits Agmo for (14 exoskeleton), 77 darkness, (0 exoskeleton), 97 physical, (0 exoskeleton), 49 darkness (223 total damage).
Poltergeist Umbral Razor hits Poltergeist Umbral Razor for 16 healing, 16 healing (0 total damage) [32 healing].
Agmo the level 24 cornac annihilator was darkened to death by a Poltergeist Umbral Razor on level 3 of Ruined halfling complex.






































































































































