










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 26 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 7 on the 4th Haze 122nd year of Ascendancy at 17:41 0 / 7Killed by Ivebrekira the gigantic sandworm tunneler at level 19 on the 75th Haze 122nd year of Ascendancy at 22:44 Killed by Lisenne the sandworm destroyer at level 19 on the 77th Haze 122nd year of Ascendancy at 22:36 Killed by shadow at level 23 on the 10th Decay 122nd year of Ascendancy at 06:01 Killed by shadow at level 23 on the 10th Decay 122nd year of Ascendancy at 07:46 Killed by Silada the skeleton master archer at level 26 on the 8th Allure 123rd year of Ascendancy at 09:39 Killed by Vorogatira the ghoul at level 26 on the 8th Allure 123rd year of Ascendancy at 22:48 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 33 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 69 (base 57) |
| Willpower | 70 (base 48) |
| Cunning | 32 (base 12) |
Resources
| Mana | 111/627 |
| Negative | 105/125 |
| Life | -107/690 |
| Positive | 88/125 |
| Insanity | 0/100 |
| Psi | 150/160 |
| Healing Factor | 1.2692147729953 |
| Regeneration | 7.1710634674237 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 33 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +29% |
| Cold | +30% |
| All | 0% |
| Darkness | +23% |
| Light | +6% |
| Lightning | +32% |
| Mind | +17% |
| Fire | +20% |
| Nature | +9% |
Offense: Damage Penetration
| Blight | +30% |
| Lightning | +45% |
| Darkness | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 50 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 50%( 70%) |
| Cold | + 45%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 28%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 46% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 877% for 10 turns (21 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 309 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Path of horror | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
| Psionic focus | Penitence (15-18 power, 4 apr, lightning element)5.0 T2 staff 1H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +27 (+7 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| Light source | Zubymina the Arcpunish1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% blight +5% mind +8% darkness Res.pen +5% blight +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +8% light +3% blight Affinity +5% darkness Mind.save +10 (+3 eff.) ---------- misc Light +4 Infravis +3 See.Stealth +10 See.Invis +10 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 207.92 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lisinn the Jetire (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Spell.crit +8% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness ---------- misc Max.mana +60.00 A hat made of leather. Very stylish. |
| On feet | Umbraward (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex +1 Wil +4 Cun +1 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +3 Infravis +3 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Nurig the Flashnail [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature +6% light ----- def ----- Resists +6% light ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel opal ring0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Str +7 Dex +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +15% acid +12% fire +13% lightning +14% cold Rings make your fingers look great! |
| On fingers | Chaladan the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Dmg.mod +10% cold ----- def ----- Defense +10 (+3 eff.) Resists +12% acid +20% cold Phys.save +9 (+4 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Shadowusher'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Wil +5 Cun +6 Con dps ---------- S.pwr/crit +10 Mov.spd +10% Res.pen +15% darkness Phasing +30% Melee Ret 4 blight ----- def ----- Fatigue -6% HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | greater yew magestaff of wizardry (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +19 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Max.mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Around waist | Galarach the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Mag +2 Wil +1 Con dps ---------- Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Dmg.mod +9% arcane ----- def ----- Spell.save +3 (+1 eff.) Mind.save +7 (+2 eff.) A belt that goes around your waist. |
| Cloak | Galichak (25 def, 3 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Defense +25 (+7 eff.) Resists +9% acid Phys.save +21 (+9 eff.) Spell.save +26 (+9 eff.) Mind.save +18 (+6 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Torygar the Ebonyveil (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% lightning +12% mind +12% darkness Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +18% lightning +7% blight +12% mind +9% all Max.HP +48.00 HP.reg +2.40 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 194; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 94; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 38; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. 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. |
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Blazesage'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +6% lightning ---------- misc Light +3 Amulets make your neck look great! |
protective copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Armour +3 Defense +5 (+2 eff.) Res.Cap +2% all Phys.save +9 (+4 eff.) ---------- misc Mana/turn +0.15 Max.mana +20.00 Amulets make your neck look great! |
savior's gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +4 (+1 eff.) Resists +11% arcane Rings make your fingers look great! |
treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +10 (+5 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Resists +6% nature +5% blight Poison- +14% Disease- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +4 Resists +11% blight Rings make your fingers look great! |
Yvabeth the dwarven-steel battleaxe (31-47 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +31 lightning +12 cold While equipped: dps ---------- Mov.spd +35% Res.pen +16% lightning +9% cold ----- def ----- Phys.save +6 (+3 eff.) Mind.save +18 (+6 eff.) HP.reg +4.00 Heal.mod +5% ---------- misc Psi/ret +0.08 Massive two-handed battleaxes. |
plaguebringer's steel battleaxe of shearing (23-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Master Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Res.pen +10% all Acc +14 (+6 eff.) Apr +9 ----- def ----- Disease- +16% Massive two-handed battleaxes. |
Boltoath (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Str +3 Dex +4 Mag +4 Wil +5 Cun +12 Con dps ---------- Res.pen +15% light Melee Ret 4 lightning Sharp, short and deadly. |
stormbringer's dwarven-steel dagger of crippling (19-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +5 lightning +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mov.spd +24% Res.pen +8% lightning +9% cold Sharp, short and deadly. |
warbringer's dwarven-steel greatmaul of enduring (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +11 Con +10 Wil dps ---------- Phys.pwr +12 (+7 eff.) Res.pen +9% physical ----- def ----- Max.HP +31.00 Disarm- +16% Massive two-handed mauls. |
Spectral Blade (26-41 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
blooming thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning Dmg.mod +7% lightning Res.pen +4% lightning ----- def ----- Resists +7% lightning Heal.mod +10% Heal/summ +15 ---------- 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. |
projecting living mindstar of clarity (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +18% lightning +8% fire +5% cold ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +19.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
resonating vined mindstar of storms (5-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +4 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +7% lightning +3% mind Res.pen +8% lightning +4% mind ----- def ----- Resists +9% lightning +4% mind Dmg.Resnn +5% ---------- misc Psi/ret +0.60 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. |
cured leather sling 'Ravenhacker'4.0 T2 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 lightning +4 physical On Crit.r2 +4 physical On Hit: * 10% chance to reduce all saves and defense by 27 While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning Res.pen +10% mind Melee Ret 10 mind On Hit (Ranged): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
Elenyrek the Quenchwolf (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +6% cold Apr +1 ----- def ----- Resists +6% darkness Blind- +10% Disarm- +10% Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glacierripper (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+3 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire Res.pen +15% cold ----- def ----- Crit.chn- 15.00% Anom.red +20 Die.at -60.00 life Heal.mod +20% Poison- +20% Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Islona (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +2 Mag +4 Wil +3 Con dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layinor the Burnream (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +9% Mind.crit +3% Crit.mult +20.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +6% fire Res.pen +15% mind Melee Ret 6 arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of channeling (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +20 (+5 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Belylle the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +1.0% ----- def ----- Defense +10 (+3 eff.) Resists +12% blight +8% fire +6% light +11% cold A belt that goes around your 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. |
hardened leather belt 'Porith'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Armour +4 Resists +18% lightning HP.reg +1.50 Heal.mod +16% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A belt that goes around your waist. |
Mirewoe (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +7 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% acid Melee Ret 8 nature ----- def ----- Defense +2 (+1 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polimivea (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag +4 Con dps ---------- Dmg.mod +3% mind +9% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+4 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgotar the Scorchrigor (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +12% blight +27% fire +12% nature +12% cold HP.reg +4.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +11% temporal Def/telep +10 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +12 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of darkness (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +32% darkness +13% mind +11% all Phys.save +12 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +26 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relguvor (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +2 Cun +3 Con +7 Lck ----- def ----- Armour +7 Spell.save +15 (+5 eff.) Stealth +8 HP.reg +4.00 Cut- +10% A pair of boots made of leather. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
pair of hardened leather boots 'Swampedge' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Dex +7 Con dps ---------- Dmg.mod +8% physical Res.pen +25% nature ----- def ----- Armour +3 ---------- misc Light +3 Size +1 A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane 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. |
umbral hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 9 darkness Dmg.mod +4% darkness +3% arcane ----- def ----- Armour +2 Resists +5% darkness 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. |
Emeledhenn the Kindlecrypt (10 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +5% Resists +9% acid +6% light +3% all Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleamborn the rough leather cap (30 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +30 (+8 eff.) Fatigue +1% Resists +7% lightning +5% temporal +6% acid Mind.save +9 (+3 eff.) Pinning- +20% ---------- misc Light +1 A cap made of leather. |
Greenfurnace the rough leather hat (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +3 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Phys.save +12 (+6 eff.) Die.at -20.00 life HP.reg +2.00 Disease- +20% Teleport- +10% A hat made of leather. Very stylish. |
Islilenn the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Cun +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +15% blight +10% cold Heal.mod +15% ---------- misc Infravis +3 Breathe water A hat made of leather. Very stylish. |
Lightningveil the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning +9% physical Apr +3 Melee Ret 2 physical ----- def ----- Defense +2 (+1 eff.) Phys.save +18 (+8 eff.) A pointy cloth hat, very wizardly... |
Voryrin the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +9% acid +3% physical +5% arcane +5% fire +6% nature +7% cold Stun/Frz- +20% A pointy cloth hat, very wizardly... |
hardened leather cap 'Dawncrack' (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +9% light Apr +3 ----- def ----- Armour +7 Fatigue +3% Resists +6% light Die.at -60.00 life A cap made of leather. |
Blastobeisance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Arcane While equipped: dps ---------- Melee+ 12 acid 14 fire Dmg.mod +6% arcane +9% blight Res.pen +20% blight +25% arcane Melee Ret 10 acid 10 fire 10 lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% acid +14% fire +5% arcane +12% lightning A suit of armour made of mail. |
Deluroddarakhad the Chargeransom (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +5 Str +8 Mag +7 Wil +7 Con dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +15 (+8 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +13 (+4 eff.) Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +22% Resists +13% lightning -12% light +8% fire +16% cold +8% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
barbed quiver of ash arrows of erosion (19/19, 35-49 power, 7 apr)3.0 T2 arrow ammo [Ego+] Nature/Master Power 35.0 - 49.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 19 Ranged+ +9 nature On Crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
75 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Berular' (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str ----- def ----- Defense +20 (+5 eff.) Fatigue -5% Resists +6% lightning +9% nature +12% mind Max.HP +40.00 Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Disease- +15% Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Scaldwreath the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +16% light +6% fire Res.pen +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Resists +14% darkness +3% fire Affinity +10% light ---------- misc Light +10 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 168.04 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Shinemistress the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex +1 Wil +2 Cun +2 Con dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% light +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
2 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. |
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. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 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. |
Yvelle the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Apr +5 ----- def ----- Defense +15 (+4 eff.) Cut- +20% Blast the opponent's mind dealing 128 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of gale force [power 135] (10 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 135 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
Polimisera the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Defense +15 (+4 eff.) Resists +6% acid Disarm- +20% Pinning- +10% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 272] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 296 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Daimazilagas' [power 200] (25 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Dmg.mod +6% mind ---------- misc Mana/turn +0.16 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 488 Base Damage: 246 Armor: 8 All Resist: 15 Puts all charms on 25 cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to heal for 51. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Eilinith the ash wand of lightning storm [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +20 (+6 eff.) Res.pen +5% mind ----- def ----- Resists +6% acid ---------- misc Hate/m.crit +4.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rainnoon [power 494] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind Res.pen +5% cold ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.hate +4.00 Wards +4 lightning +4 temporal +5 arcane +5 mind Talents +1 Ward Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
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 (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Chaotic Lightning the Cornac Adventurer level 13
30th Haze 122nd year of Ascendancy at 20:55 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Chaotic Lightning the Cornac Adventurer level 23
7th Decay 122nd year of Ascendancy at 16:14 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Chaotic Lightning the Cornac Adventurer level 10
8th Haze 122nd year of Ascendancy at 09:50 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Chaotic Lightning the Cornac Adventurer level 20
78th Haze 122nd year of Ascendancy at 03:41 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Chaotic Lightning the Cornac Adventurer level 18
64th Haze 122nd year of Ascendancy at 03:48 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Chaotic Lightning the Cornac Adventurer level 10
12nd Haze 122nd year of Ascendancy at 19:40 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Chaotic Lightning the Cornac Adventurer level 10
10th Haze 122nd year of Ascendancy at 22:32 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Chaotic Lightning the Cornac Adventurer level 23
10th Decay 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Chaotic Lightning the Cornac Adventurer level 19
69th Haze 122nd year of Ascendancy at 21:47 see stats
Log
Chaotic Lightning deactivates Chant of Fortress.
Talent Phase Door is ready to use.
Chaotic Lightning is no longer out of phase.
Talent Carrion Feet is ready to use.
The fabric of time around Chaotic Lightning stabilizes to normal.
Chaotic Lightning picks up (Z.): plaguebringer's steel battleaxe of shearing (23-35 power, 2 apr).
Chaotic Lightning casts Rune: Manasurge.
Chaotic Lightning starts to surge mana.
Something performs a melee critical strike against Chaotic Lightning!
Ran for 3 turns (stop reason: taken damage).
Chaotic Lightning is dazed!
Chaotic Lightning is crippled.
Greater Weapon Focus from Vorogatira the ghoul performs a melee critical strike against Chaotic Lightning!
Chaotic Lightning is not dazed anymore.
Chaotic Lightning deactivates Disruption Shield.
Chaotic Lightning's disruption shield collapses and then explodes in a powerful manastorm!
Chaotic Lightning resists the terror!
Chaotic Lightning redirects the effect 'Cripple'!
Something performs a melee critical strike against Chaotic Lightning!
Chaotic Lightning resists the terror!
Greater Weapon Focus from Vorogatira the ghoul performs a melee critical strike against Chaotic Lightning!
Chaotic Lightning's arcane area effect hits Something for 78 arcane damage.
Greater Weapon Focus from Vorogatira the ghoul hits Chaotic Lightning for (702 absorbed), (358 mana), 0 physical, 392 physical (393 total damage).
Something hits Chaotic Lightning for (304 absorbed), 0 physical, 404 physical (405 total damage).
Chaotic Lightning the level 26 cornac adventurer was disembowelled to death by Vorogatira the ghoul on level 2 of Ruined halfling complex.
You carry too much--you are encumbered!
Drop some of your items.





































































































































