
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Embers of Rage 1.6.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies 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: Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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 | Female |
| Race | Cornac |
| Class | Tinker Hero |
| Level / Exp | 32 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Islewen the large brown snake at level 8 on the 2nd Mirth 122nd year of Ascendancy at 11:21 2 / 5Killed by The Master at level 23 on the 1st Time of Equilibrium 122nd year of Ascendancy at 02:30 Killed by venom wyrm at level 25 on the 1st Haze 122nd year of Ascendancy at 06:56 Killed by Ahrrele at level 32 on the 15th Regrowth 123rd year of Ascendancy at 04:04 Killed by Ahrrele at level 32 on the 15th Regrowth 123rd year of Ascendancy at 04:11 |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 29 (base 11) |
| Constitution | 66 (base 48) |
| Magic | 9 (base 9) |
| Willpower | 20 (base 16) |
| Cunning | 72 (base 60) |
Resources
| Life | 958/958 |
| Psi | 110/110 |
| Steam | 100/100 |
| Healing Factor | 1.3559322033899 |
| Regeneration | 1.3559322033899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 70.648462349686 |
| See Invisible | 70.648462349686 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 68 |
| Crit Chance | 48% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Temporal | +27% |
| Mind | +33% |
| Physical | +14% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Temporal | +50% |
| Mind | +20% |
| Cold | +11% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 60.261425549383 (78.924731182796%) |
| Defense | 51 |
| Ranged Defense | 56 |
| Fatigue | 38 |
| Physical Save | 31 |
| Spell Save | 22 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 44%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 27%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Teleport Resistance | 100% |
| Confusion Resistance | 28% |
| Pinning Resistance | 10% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 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 42 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 94% efficiency and cooldown mod of 65%. Its effects scale with your Willpower 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 118% efficiency and cooldown mod of 54%. |
| 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 5.7 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Psionic / Absorption | 1.20 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| Steamtech / Demolition | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| beneficial effect | Has 1 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 1 Ammo |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 54% and triggers a radius 7 conal explosion dealing 145% steamgun damage. 1 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Borfast the Broken. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by shivgoroth. Escort: repented thief (level 2 of Norgos Lair) | failed |
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 Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Flashvenom the dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 light Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +3% light Res.pen +25% temporal Acc +7 (+1 eff.) ----- def ----- Resists +9% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | Elerenne the Flashterror (21/21, 36-43.2 power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 36.0 - 43.2 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +8 blight +20 fire +10 physical On Hit.r1 +16 fire On Crit.r2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to knock the target back 3 spaces and deal 141 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Aerenne the Dawnclamor2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Con ----- def ----- Resists +3% light ---------- misc Light +5 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 hands | Shinequeller (0 def, 10 armour) 1.5 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 12 physical 13 cold Dmg.mod +6% cold +8% physical +21% mind +3% light Res.pen +5% mind Acc +19 (+4 eff.) Melee Ret 6 mind ----- def ----- Armour +10 Fatigue +5% Resists +10% cold ---------- misc Talents +2 Toxic Cannister Launcher 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. |
| On feet | Yvara the pair of drakeskin leather boots (30 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +6% physical ----- def ----- Armour +5 Defense +30 (+9 eff.) Fatigue -6% Resists +18% cold +15% fire Phys.save +6 (+3 eff.) Max.HP +47.00 Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
| Tool | Eilinovea [power 335] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Acc +15 (+3 eff.) ----- def ----- Resists +1% physical Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 382 physical damage Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to heal for 57. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Aloneg0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% Melee Ret 4 mind 4 physical ----- def ----- Defense +20 (+6 eff.) Resists +6% acid Spell.save +6 (+3 eff.) Mind.save +22 (+8 eff.) Die.at -60.00 life Confus- +28% Rings can have magical properties. |
| On fingers | Bokedekalthodur the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str +6 Cun +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +27% temporal Res.pen +25% temporal ----- def ----- Resists +9% temporal Rings can have magical properties. |
| Around neck | warrior's gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
| In main hand | stralite steamgun 'Urthihell' 4.0 T4 steamgun 1H weapon Reqs Dex 35 [Random Unique] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 ice +17 nature On Hit: 20% Mana Clash 1 On Hit: * 10 arcane resource burn * splashes acid on your target dealing 44 damage and reducing their armor On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +4 Wil dps ---------- Mind.pwr +8 (+4 eff.) Ranged+ 14 manaburn arcane Res.pen +10% nature +11% cold ----- def ----- Armour +11 Resists +12% lightning +6% darkness +3% nature Spell.save +3 (+1 eff.) ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt of carrying 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 60% Wil, 0% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | Eremigund the Blazewilter (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +12% mind Res.pen +10% lightning +15% mind Melee Ret 8 arcane 6 lightning ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +27% lightning 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 | iron plate armour of the dragon (0 def, 15 armour) 17.0 T1 massive armor [Ego+] Nature While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +15 Fatigue +23% Resists +6% acid +6% physical +6% cold +6% fire +6% lightning Disarm- +21% Stun/Frz- +21% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
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 145 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. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 4 darkness, 5 blight, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
stabilizing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 223 (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. |
warrior's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
psionicist's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Mind.save +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.49 cold and 11.28 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+1 eff.) ----- def ----- Resists +24% lightning Rings can have magical properties. |
mule's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -5% Resists +22% cold ---------- misc Max.enc +20 Rings can have magical properties. |
warrior's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +8 Resists +24% acid Rings can have magical properties. |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+1 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's gold ring of misery0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 23 On Hit (Ranged): * 11% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+1 eff.) Rings can have magical properties. |
warrior's gold ring of arcana (+0.15/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +21% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +10 (+4 eff.) Confus- +32% Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 60% Wil Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
stralite steamsaw 'Glorikira' (31-46.5 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Rare] Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 60% Wil Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +60 Melee+ +12 mind Uses 1.0 Steam When used to Attack: Block +40 While equipped: Stats +2 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +22% lightning +15% darkness Cut- +20% Silence- +20% ---------- misc Hate/m.crit +1.00 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! |
dwarven-steel steamgun of nature4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of lightning 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +24 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning Acc +7 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of true shot4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Acc +16 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of true shot4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego+] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +10.0% Acc +8 (+2 eff.) ----- def ----- HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
high-capacity pouch of steel shots of paradox (57/57, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 20.5 - 24.6 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 57 Ranged+ +8 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Cyritha the pouch of dwarven-steel shots (11/20, 40-48 power, 3 apr)3.0 T3 shot ammo [Random Unique] Nature/Master Power 40.0 - 48.0 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +19.0% Capacity 20 Ranged+ +9 nature +12 mind On Hit.r1 +12 mind +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 96% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
pouch of stralite shots of grasping (21/21, 46-55.2 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature Power 46.0 - 55.2 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 141 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
corrosive stralite shield (0 def, 8 armour, 48.5-58.2 power, 138.5 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 48.5 - 58.2 Physical Uses 60% Wil, 0% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +138 Melee+ +12 acid While equipped: Stats +5 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 10% ----- def ----- Armour +8 Fatigue +8% Resists +13% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+7 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Getezor the Floemight (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +28% acid +12% cold +9% mind +15% darkness Teleport- +20% A suit of armour made of metal plates. |
Saludheda the linen cloak (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% acid +10% physical ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +3% acid Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adeth (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Dmg.mod +12% physical Acc +10 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +0% lightning Phys.save +3 (+1 eff.) Spell.save +8 (+4 eff.) Stun/Frz- +0% ---------- misc Stam/turn +2.00 Max.mana +55.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Blazedeath' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +2 Con dps ---------- Res.pen +5% fire Acc +25 (+6 eff.) Melee Ret 2 fire ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather gloves 'Mayywe' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +3% temporal 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 [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 (+2 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. |
dwarven-steel gauntlets 'Daimasin' (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Str +6 Dex +9 Wil +2 Cun +1 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -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. |
grounding rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A hat made of leather. Very stylish. |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
insulating hardened leather hat of the depths (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Cun ----- def ----- Armour +3 Fatigue +3% Resists +9% cold +6% fire Mind.save +6 (+2 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Betusenne (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +4 Str ----- def ----- Armour +11 Fatigue +3% Resists +3% light +5% arcane Mind.save +0 (+0 eff.) Poison- +20% A cap made of leather. |
Unlightwarden (16 def, 8 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +8 Defense +16 (+5 eff.) Fatigue +3% Resists +9% lightning +9% mind +4% all Phys.save +11 (+5 eff.) Mind.save +0 (+0 eff.) Die.at -80.00 life Poison- +20% A cap made of leather. |
Skyglamour (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun +5 Dex dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% temporal Mind.save +0 (+0 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
3 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. |
10 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. |
11 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
4 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.4 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 255] powerful healing salve [power 255]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 54% cooldown modifier. Heal 255 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
woodsman's iron pickaxe (dig speed 39 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. |
Dagurin the dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Mag +7 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind +6% blight Melee Ret 2 mind ----- def ----- Fatigue -8% ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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)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. |
iron torque of gale force [power 60] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 6 spaces and dealing 68 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 110] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 146 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
elm wand of lightning storm [power 60] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 12 lightning damage and will be dazed for 1 turn (60 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ahrrele the Cornac Tinker Hero level 28
4th Decay 122nd year of Ascendancy at 07:02 see stats
Against all odds
Killed Ukruk in the ambush.By Ahrrele the Cornac Tinker Hero level 26
2nd Haze 122nd year of Ascendancy at 13:26 see stats
Arachnophobia
Destroyed the spydric menace.By Ahrrele the Cornac Tinker Hero level 32
11st Regrowth 123rd year of Ascendancy at 01:40 see stats
Brave new world
Went to the Far East and took part in the war.By Ahrrele the Cornac Tinker Hero level 31
8th Regrowth 123rd year of Ascendancy at 13:38 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ahrrele the Cornac Tinker Hero level 29
5th Regrowth 123rd year of Ascendancy at 14:41 see stats
Exterminator
Killed 1000 creatures.By Ahrrele the Cornac Tinker Hero level 18
42nd Dusk 122nd year of Ascendancy at 13:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ahrrele the Cornac Tinker Hero level 29
7th Allure 123rd year of Ascendancy at 23:13 see stats
Level 10
Got a character to level 10.By Ahrrele the Cornac Tinker Hero level 10
9th Mirth 122nd year of Ascendancy at 17:42 see stats
Level 20
Got a character to level 20.By Ahrrele the Cornac Tinker Hero level 20
53rd Dusk 122nd year of Ascendancy at 02:05 see stats
Level 30
Got a character to level 30.By Ahrrele the Cornac Tinker Hero level 30
5th Regrowth 123rd year of Ascendancy at 14:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ahrrele the Cornac Tinker Hero level 19
44th Dusk 122nd year of Ascendancy at 11:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ahrrele the Cornac Tinker Hero level 28
5th Haze 122nd year of Ascendancy at 23:12 see stats
Size matters
Did over 600 damage in one attack.By Ahrrele the Cornac Tinker Hero level 23
1st Time of Equilibrium 122nd year of Ascendancy at 18:40 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ahrrele the Cornac Tinker Hero level 30
5th Regrowth 123rd year of Ascendancy at 16:34 see stats
The Arena
Unlocked Arena mode.By Ahrrele the Cornac Tinker Hero level 9
6th Mirth 122nd year of Ascendancy at 14:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ahrrele the Cornac Tinker Hero level 31
6th Regrowth 123rd year of Ascendancy at 19:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ahrrele the Cornac Tinker Hero level 21
75th Dusk 122nd year of Ascendancy at 01:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ahrrele the Cornac Tinker Hero level 23
1st Time of Equilibrium 122nd year of Ascendancy at 18:40 see stats
Log
Exoskeleton hits Ahrrele for (120 exoskeleton) damage.
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Exoskeleton hits Ahrrele for (52 exoskeleton) damage.
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Exoskeleton hits Ahrrele for (12 exoskeleton) damage.
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Exoskeleton hits Ahrrele for (12 exoskeleton) damage.
Ahrrele the level 32 cornac tinker hero suffocated to death on level 1 of Flooded Cave.
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You have 2 life(s) left.
Ahrrele deactivates Augmentation.
Ahrrele deactivates Exoskeleton.
Ahrrele deactivates Rocket Pod.
Ahrrele deactivates Kinetic Shield.
Ahrrele can breathe again.
Ahrrele deactivates Beyond the Flesh.
Ahrrele deactivates Charged Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Exoskeleton killed Ahrrele!
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Ahrrele activates Beyond the Flesh.
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Saving done.
Saving game...





































































































































