










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 | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 26 / 31% |
| Size | big |
| Lifes / Deaths | Killed by arcane crystal at level 6 on the 69th Dusk 122nd year of Ascendancy at 13:58 0 / 8Killed by skeleton magus at level 6 on the 69th Dusk 122nd year of Ascendancy at 15:13 Killed by Betyserin the gloomy wolf at level 16 on the 47th Haze 122nd year of Ascendancy at 12:18 Killed by Elirin the elven warrior at level 18 on the 9th Allure 123rd year of Ascendancy at 10:45 Killed by Vorutha the large white snake at level 22 on the 18th Regrowth 123rd year of Ascendancy at 12:22 Killed by Belyssra the dremling at level 22 on the 18th Regrowth 123rd year of Ascendancy at 20:46 Killed by Poltergeist Frostbite at level 26 on the 35th Regrowth 123rd year of Ascendancy at 14:09 Killed by Poltergeist Frostbite at level 26 on the 35th Regrowth 123rd year of Ascendancy at 17:58 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 24 (base 12) |
| Magic | 77 (base 57) |
| Willpower | 70 (base 48) |
| Cunning | 21 (base 12) |
Resources
| Mana | 193/766 |
| Negative | 86/125 |
| Life | -243/582 |
| Positive | 89/125 |
| Insanity | 9/100 |
| Psi | 170/180 |
| Healing Factor | 1.1172674059367 |
| Regeneration | 2.5138516633575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18.000000000009% |
| Spell | -1.0558220964185E-11% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 5.9999999999998 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 23 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 34% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +84% |
| Light | +12% |
| Darkness | +10% |
| Blight | +10% |
| Cold | +15% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Lightning | +70% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 42 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 35%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Confusion Resistance | 11% |
| Pinning Resistance | 0% |
| Knockback Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| 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 381 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 106 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 744% for 10 turns (46 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Improves/gives invisibility (power 13), reducing damage dealt by 40%. Invisibility |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. 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 honey tree root. * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| Psionic focus | Lightningpanic the ash magestaff (19-22 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 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 ---------- Phys.crit +9.0% Spell.crit +2% Spell.pwr +25 (+6 eff.) Melee+ 22 arcane Dmg.mod +25% lightning Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +12% lightning ---------- misc Mana/turn +0.17 Max.mana +42.00 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. |
| Light source | brass lantern 'Grinichik'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% acid +12% nature +5% arcane Blind- +24% Confus- +11% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blastdream (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Mag +2 Wil dps ---------- Dmg.mod +12% mind Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +21% mind Crit.chn- 15.00% ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
| On feet | Boltpain (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +3% Resists +15% temporal Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.70 Max.mana +80.00 Max.stam +25.00 Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 63 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 3 tidal wave that expands slowly over 7 turns, dealing 11.74 cold and 10.21 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. |
| On fingers | Shockgrind the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +3 Cun +2 Con dps ---------- Dmg.mod +12% light +12% lightning Melee Ret 8 lightning ----- def ----- Resists +24% light ---------- misc Stam/turn +3.00 Max.hate +4.00 Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main hand | ethereal 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 +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) Dmg.mod +20% lightning Phasing +22% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +8% ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | rough leather belt 'Airstreak'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +1 Cun dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +12% lightning Res.pen +15% mind ----- def ----- Resists +3% mind Spell.save +6 (+2 eff.) ---------- misc Infravis +1 Size +1 A belt that goes around your waist. |
| Cloak | cashmere cloak 'Strikeknave' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.crit +7% Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +24 (+6 eff.) ----- def ----- Resists +11% all ---------- misc Mana/turn +0.21 Max.mana +64.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the wizard (range 7; phase 22; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
shatter afflictions rune of the wizard (absorb 164; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 164 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. |
shielding rune (absorb 400; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 5 turns. 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 wizard (range 115; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. 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. |
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: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
3 schematic: Back Support0.1 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: Black 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. |
schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
4 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
2 schematic: Healing 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. |
4 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: Itching 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. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 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: 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. |
2 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: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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 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: 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. |
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. |
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. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
2 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. |
3 schematic: Unstoppable Force 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: Viral Injector0.1 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: 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. |
Arthalin0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Dex dps ---------- Apr +2 ----- def ----- Armour +5 Defense +7 (+3 eff.) Resists +8% physical Res.Cap +2% all Phys.save +14 (+10 eff.) ---------- misc Stam/turn +0.50 Max.stam +30.00 Amulets make your neck look great! |
Neralrana the Snowwrest0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +10% cold ----- def ----- Defense +10 (+4 eff.) Resists +12% blight +6% nature Mind.save +6 (+3 eff.) Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
starlit copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% light +12% darkness Blind- +20% Amulets make your neck look great! |
wanderer's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 5 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 20% * 6% chance to blind ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Aroyatha the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Resists +9% blight Rings make your fingers look great! |
Mayybreta the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +3% lightning +26% cold +9% temporal Spell.save +12 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +53.00 HP.reg +8.00 Heal.mod +13% Confus- +28% Rings make your fingers look great! |
Squalorstun0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Mag +4 Wil dps ---------- Dmg.mod +3% nature Acc +8 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Resists +6% nature +6% cold 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! |
Wretchhack0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +4 Mag +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Crit.chn- 15.00% Mind.save +7 (+3 eff.) Confus- +24% Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+3 eff.) Rings make your fingers look great! |
pixie's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Blind- +26% ---------- misc Infravis +4 See.Stealth +8 See.Invis +13 Rings make your fingers look great! |
pixie's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 7 physical Ranged+ 9 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
steel ring 'Duskveil'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +12% nature +18% acid Melee Ret 6 darkness ----- def ----- Resists +24% nature ---------- misc Light +3 Rings make your fingers look great! |
steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
titan's steel ring of misery0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +1 Cun +4 Con dps ---------- Melee+ 7 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ----- def ----- Phys.save +8 (+7 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +11% Disease- +11% Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +4 Resists +22% nature Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-19 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
vined mindstar of storms (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 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 +2 Str +2 Dex +2 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 lightning Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +5% lightning ---------- 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. |
Fogquarry (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] 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: Stats +5 Cun +1 Con dps ---------- Spell.crit +8% Crit.mult +15.00% Spell.pwr +14 (+3 eff.) Dmg.mod +6% darkness +20% lightning Phasing +17% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +13% ---------- misc Infravis +1 See.Invis +3 Talents +1 Command Staff On Spell Hit: 10% Drain 3 Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Armour +10 Defense +7 (+3 eff.) ---------- misc Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of illumination (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Nature 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 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Defense +5 (+2 eff.) HP.reg +1.10 Heal.mod +16% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Phys.pwr +8 (+4 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +20% lightning Acc +9 (+4 eff.) ----- def ----- Phys.save +8 (+7 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Adibeth1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +4% physical +8% cold +16% fire Phys.save +6 (+6 eff.) Heal.mod +10% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Gleamhunt the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +9 Cun +7 Lck dps ---------- Phys.crit +6.0% Mind.crit +7% Dmg.mod +9% light +6% acid ----- def ----- Armour +7 Resists +6% acid Stealth +5 ---------- misc T.Disarm +8 Infravis +4 Create a temporary shield that absorbs 238 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Shivernigh the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +5 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +22% cold +6% mind +7% lightning Crit.chn- 10.00% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +10% darkness +12% temporal Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +41.00 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. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +11% darkness +11% mind +9% all Phys.save +11 (+8 eff.) Spell.save +10 (+4 eff.) Mind.save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of nature (+15%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +15% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of darkness (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +7% temporal +16% arcane +14% darkness ----- def ----- Resists +21% darkness +11% all ---------- misc Max.mana +39.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Sparkreaper' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% lightning +5% temporal +9% blight +13% physical Res.pen +9% temporal +7% physical ----- def ----- Resists +12% light +12% mind +9% all Anom.red +11 Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 13% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (17 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (31 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots 'Seartorrent' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +5% fire ----- def ----- Armour +1 Fatigue -5% Resists +3% fire Max.HP +132.00 Cut- +20% Knockbk- +20% ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
Belikira the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +5% Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Resists +10% cold Mind.save +6 (+3 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Boltpanic (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Phys.save +10 (+8 eff.) Heal.mod +5% Stun/Frz- +10% A cap made of leather. |
Ulfedil the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con +3 Wil dps ---------- Phys.pwr +15 (+8 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% blight +3% fire Mind.save +7 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +3.00 A cap made of leather. |
linen wizard hat 'Tuneg' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +3 Mag +2 Cun dps ---------- Dmg.mod +9% temporal ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 63% and attempts to push all creatures other than yourself out of its radius, inflicting 8.57 light damage and 8.43 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather hat 'Rainsin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% cold ---------- misc Light +3 See.Invis +6 A hat made of leather. Very stylish. |
hardened leather armour 'Durulin' (18 def, 13 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Mov.spd +20% Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +18 (+6 eff.) Fatigue +8% Resists +16% cold +18% physical +11% fire ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 A suit of armour made of leather. |
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. |
188 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
Beledesus the Shockrage (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning +9% fire Res.pen +10% lightning +15% fire ----- def ----- Resists +9% lightning +9% darkness Phys.save +10 (+8 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Max.HP +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe 'Gloremina' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +7 Cun dps ---------- Acc +3 (+1 eff.) ----- def ----- Resists +3% light +12% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Searmarrow the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% cold Melee Ret 10 fire ----- def ----- Resists +24% fire ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 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 9 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Entropy (0/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 127% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 12/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Voruna [power 260] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +2% physical +3% darkness +9% temporal Cut- +20% ---------- misc Equi/ret +0.08 Blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (29 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
Earadodin the Brightjustice [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Dex +1 Con dps ---------- Phys.pwr +5 (+3 eff.) ---------- misc Stam/turn +2.00 Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 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. |
Ragadir [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Dex +4 Con ----- def ----- Armour +12 Stun/Frz- +20% ---------- misc Wards +3 acid +3 fire +3 darkness +3 lightning Talents +1 Ward Create a shield absorbing up to 131 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Duvahor' [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +3% blight ----- def ----- Resists +3% blight +3% physical Max.HP +20.00 ---------- misc Max.stam +10.00 Reveal the area around you, dispelling darkness (radius 9, power 75 based on Magic), and detect the presence of nearby creatures for 10 turns 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. |
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. |
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. |
2 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 Stormy the Shalore Adventurer level 16
7th Decay 122nd year of Ascendancy at 08:20 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Stormy the Shalore Adventurer level 22
18th Regrowth 123rd year of Ascendancy at 20:23 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Stormy the Shalore Adventurer level 10
77th Dusk 122nd year of Ascendancy at 14:04 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Stormy the Shalore Adventurer level 20
5th Regrowth 123rd year of Ascendancy at 22:46 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Stormy the Shalore Adventurer level 20
6th Regrowth 123rd year of Ascendancy at 18:27 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Stormy the Shalore Adventurer level 9
73rd Dusk 122nd year of Ascendancy at 15:27 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Stormy the Shalore Adventurer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 10:19 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Stormy the Shalore Adventurer level 23
19th Regrowth 123rd year of Ascendancy at 20:26 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Stormy the Shalore Adventurer level 17
6th Allure 123rd year of Ascendancy at 14:41 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Stormy the Shalore Adventurer level 22
18th Regrowth 123rd year of Ascendancy at 20:46 see stats
Log
Stormy hits Poltergeist Frostbite for (9 deflected), 288 lightning (288 total damage).
Stormy slows down.
Stormy's arcane area effect hits Poltergeist Frostbite for 253 arcane damage.
Stormy casts Congeal Time.
Poltergeist Frostbite uses Blast.
Stormy's arcane area effect hits Poltergeist Frostbite for (9 deflected), 244 arcane (244 total damage).
Poltergeist Frostbite hits Stormy for (177 absorbed), 0 physical (0 total damage).
Poltergeist Frostbite slows down.
Stormy casts Manathrust.
Stormy hits Poltergeist Frostbite for (8 deflected), 95 arcane (96 total damage).
Stormy's arcane area effect hits Poltergeist Frostbite for 353 arcane damage.
Stormy's Beyond the Flesh misses Poltergeist Frostbite.
Talent Lightning is ready to use.
Talent Rune: Shielding is ready to use.
You sense that Something has taken notice of you ...
You sense that Something has taken notice of you ...
Stormy's arcane area effect hits Poltergeist Frostbite for (9 deflected), 283 arcane (284 total damage).
Stormy casts Lightning.
Stormy's spell attains critical power!
Your shield crumbles under the damage!
The shield around Stormy crumbles.
Stormy hits Poltergeist Frostbite for 676 lightning damage.
Poltergeist Frostbite hits Stormy for (233 absorbed), 779 fire (779 total damage).
Stormy the level 26 shalore adventurer was roasted to death by a Poltergeist Frostbite on level 2 of Ruined halfling complex.
Stormy vanishes from sight.
You carry too much--you are encumbered!
Drop some of your items.
























































































































