









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!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!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 | 28 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Atriast the halfling at level 7 on the 46th Dusk 122nd year of Ascendancy at 20:59 0 / 7Killed by skeleton magus at level 12 on the 67th Dusk 122nd year of Ascendancy at 14:02 Killed by Aerodanor the enthralled slave at level 24 on the 60th Haze 122nd year of Ascendancy at 16:35 Killed by Silawe the skeleton mage at level 24 on the 4th Decay 122nd year of Ascendancy at 17:01 Killed by Silawe the skeleton mage at level 24 on the 5th Decay 122nd year of Ascendancy at 06:41 Killed by Isulaith the elven cultist at level 26 on the 2nd Allure 123rd year of Ascendancy at 06:46 Killed by Cyrama the giant red ant at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 14:24 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 25 (base 12) |
| Constitution | 28 (base 12) |
| Magic | 108 (base 60) |
| Willpower | 71 (base 51) |
| Cunning | 29 (base 12) |
Resources
| Mana | 66/615 |
| Negative | 111/131 |
| Life | -91/716 |
| Positive | 93/131 |
| Insanity | 0/100 |
| Psi | 161/161 |
| Healing Factor | 1.2956298990388 |
| Regeneration | 6.0246790305305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +74.999999999996% |
| Spell | -2.7089441800854E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | -1.7763568394003E-15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 38% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +71% |
| Temporal | +14% |
| Arcane | +58% |
| Darkness | +5% |
| All | +5% |
Offense: Damage Penetration
| Lightning | +55% |
| Light | +45% |
| Temporal | +40% |
| Blight | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 51 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 24%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1197% for 10 turns (58 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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 186 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: 17 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 454 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Path of horror | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 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 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest) | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 warg claw. * '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 red crystal shard. 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. * '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 length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. 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 vial of wight ectoplasm. * You've found the needed green worm. 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 ice ant stinger. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| Psionic focus | imbued yew magestaff of channeling (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: dps ---------- Spell.crit +3% Spell.pwr +19 (+4 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.24 Talents +1 Command Staff On Spell Hit: 10% Drain 3 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 'Nimbusreaper'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning +15% temporal Melee Ret 2 lightning ----- def ----- Resists +5% arcane Max.HP +46.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glintwrack (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +14 Mag +2 Wil +6 Con dps ---------- Spell.crit +1% Dmg.mod +16% arcane Res.pen +20% light Melee Ret 4 blight ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +5% temporal +6% light +5% fire +6% nature +6% acid +6% blight +6% cold +7% darkness Spell.save +11 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On feet | pair of dwarven-steel boots 'Vorudhelle' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Mov.spd +25% Phasing +30% ----- def ----- Armour +4 Fatigue +3% Spell.save +12 (+4 eff.) ---------- misc Spell.cld 10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | ash totem of stinging 'Breguhek' [power 176] (1/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +2% physical Phys.save +6 (+3 eff.) Die.at -20.00 life Sting an enemy dealing 184 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 10% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Salussra0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Mag +3 Wil +2 Con dps ---------- Phys.pwr +9 (+5 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +9% temporal +5% all Acc +10 (+3 eff.) ----- def ----- Defense +20 (+5 eff.) Die.at -40.00 life Rings make your fingers look great! |
| On fingers | Beledunaneg the Tempestquarry0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +2 Wil dps ---------- Dmg.mod +9% lightning Acc +10 (+3 eff.) ----- def ----- Resists +12% lightning ---------- misc See.Invis +15 Rings make your fingers look great! |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | Crystalline Yew magestaff (25-30 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Unique] Arcane A part of set. Power 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +3% Phys.pwr +12 (+6 eff.) Spell.pwr +21 (+4 eff.) Dmg.mod +10% arcane +25% lightning ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% 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. |
| Around waist | hardened leather belt 'Nimbusreign'1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +20% lightning +10% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Resists +8% lightning +9% temporal Phys.save +7 (+4 eff.) HP.reg +2.40 Heal.mod +15% A belt that goes around your waist. |
| Cloak | spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
medical injector implant of the sneak (efficiency 140% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (die at -611; dur 8; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -611 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1223 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental, physical; dur 2; cd 12)0.1 infusion scroll [Normal] 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 cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the psychic (regen 1042% over 10 turns; mana 52; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1042% for 10 turns (51 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 186; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 471; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 471 damage for 4 turns. 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. |
4 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. |
3 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: 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. |
schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating0.1 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. |
2 schematic: Fatal Attractor0.1 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. |
3 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: 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. |
schematic: Hand Cannon0.1 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: 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: 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. |
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: 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: Mana 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: 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. |
2 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. |
2 schematic: Poison 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: 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: 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. |
2 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 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: 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. |
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: Solid 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: 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. |
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. |
5 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. |
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 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: Water 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: 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. |
2 schematic: Winterchill 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. |
Belissra the Mucushunt0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +1 Wil +3 Cun dps ---------- Res.pen +5% nature Melee Ret 10 nature ---------- misc Infravis +3 Amulets make your neck look great! |
Magmawitch0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun ----- def ----- Armour +6 Resists +6% temporal +12% nature +3% fire Die.at -60.00 life Amulets make your neck look great! |
Muckvalor the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +25% light +10% acid Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% nature Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
copper ring 'Xanora'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +4 Resists +3% lightning Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 Rings make your fingers look great! |
gladiator's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Max.HP +52.00 HP.reg +6.00 Heal.mod +10% Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
psionicist's steel ring of blight (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of frost (+28%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Resists +28% cold Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
solipsist's gold ring of clarity0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +28% Rings make your fingers look great! |
titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Spell.save +10 (+3 eff.) Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
enhanced iron greatsword (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Nature Power 18.5 - 29.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +5 Cun +6 Con Massive two-handed swords. |
slime-covered dwarven-steel mace of enduring (29-40 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Nature/Disrupt Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 55% While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +19.00 Blunt and deadly. |
Kinetic Focus (6-6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Layurethra the Prismroar (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 light +20 lightning On Crit.r2 +8 light While equipped: dps ---------- Mind.crit +7% Mind.pwr +4 (+1 eff.) Dmg.mod +11% lightning +12% fire +6% light +10% cold Res.pen +10% light ---------- misc 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. |
Salutta the thorny mindstar (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.0 - 9.9 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 Dex +3 Wil +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% lightning +13% fire +9% cold ----- def ----- Resists +15% lightning +7% fire +12% cold Crit.chn- 5.00% Mind.save +4 (+2 eff.) ---------- misc Max.psi +18.00 Infravis +2 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Absorption +0.10 Psionic/Voracity +0.20 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. |
Lisyseta the Lustrerot (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +6% temporal +9% light Melee Ret 4 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +12 (+3 eff.) Resists +6% darkness +9% temporal Def/telep +14 Res/telep +8% Dur/telep +17% ---------- misc Wards +4 lightning Talents +6 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-28 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+5 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Radhufang the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] 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 +3 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Defense +9 (+2 eff.) Resists +6% acid +3% darkness Heal.mod +10% Confus- +20% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 149.31 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. |
Shockviper (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] 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% Crit.mult +19.00% Spell.pwr +11 (+2 eff.) S.pwr/crit +4 Melee+ 18 fire Dmg.mod +24% lightning +9% mind Res.pen +5% lightning ---------- misc See.Invis +5 Talents +1 Command Staff On Spell Hit: 10% Fireflash 3 Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of channeling (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: dps ---------- Spell.crit +3% Spell.pwr +24 (+5 eff.) Dmg.mod +20% lightning Phasing +14% ----- def ----- Defense +16 (+4 eff.) Shield.pwr +10% ---------- misc Mana/turn +0.18 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. |
magewarrior's short yew magestaff of warding (20-24 power, 4 apr, arcane 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 +7.0% Spell.crit +5% Phys.pwr +7 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +20% arcane Acc +7 (+2 eff.) ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc Wards +2 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elerin1.0 T1 belt armor [Rare] Nature While equipped: Stats +8 Str +2 Dex +3 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% physical Acc +15 (+5 eff.) Apr +4 ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Rainwisp1.0 T1 belt armor [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +3% mind +9% cold Crit.chn- 5.00% Mind.save +6 (+3 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
hardened leather belt 'Scumtyphoon'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% nature +6% fire Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 44% ----- def ----- Resists +20% nature Mind.save +7 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Glaciersquall'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +6 Wil +4 Cun dps ---------- Dmg.mod +3% cold Against +17% Summoned ----- def ----- Resists +9% acid +9% temporal +3% nature D.Red.from +18% Summoned A belt that goes around your waist. |
cashmere cloak 'Armidurab' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Resists +12% acid +12% temporal +6% light +5% arcane +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness +18% temporal Def/telep +12 Res/telep +11% Dur/telep +18% 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. |
linen cloak 'Chargeedge' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% fire +7% darkness +3% physical Res.pen +7% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +3% physical +11% darkness Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzlepanic the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +19% acid +5% arcane +9% darkness +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Thunderblack (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% nature +15% lightning Melee Ret 2 mind 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +21 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +7% physical +11% cold ----- def ----- Resists +7% lightning +10% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of corrosion (+5%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +9% physical +13% acid +7% cold ----- def ----- Resists +5% lightning +7% cold +19% acid +9% all 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 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 12% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (36 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (65 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. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shockpain the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +3% Resists +22% lightning +8% temporal ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Cracklerend' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Wil +6 Con dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +2% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningwoe the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 8 temporal Dmg.mod +9% acid +4% temporal Res.pen +10% lightning Acc +6 (+2 eff.) Melee Ret 2 acid ----- def ----- Armour +2 Resists +6% temporal +6% light +6% darkness Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +28% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 89.00 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 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. |
Hurygoblek (7 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Dex +3 Wil +8 Cun dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% arcane Acc +4 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +3% mind +4% physical Crit.chn- 10.00% Heal.mod +5% A cap made of leather. |
Icesweep the hardened leather hat (15 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +12% cold ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +3% Resists +14% cold ---------- misc Max.hate +8.00 Breathe water A hat made of leather. Very stylish. |
hardened leather hat of sanctity (0 def, 3 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +8% darkness Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 25 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
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. |
44 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duathelrend of the Blightspawn (dig speed 19 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +8 Str -9 Mag +14 Wil +3 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Mind.pwr +10 (+3 eff.) Acc +4 (+1 eff.) ----- def ----- Fatigue -7% Resists +6% nature Phys.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Equi/ret +0.08 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gladheba the Unlightfame (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +6% darkness +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -5% ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lisysema the Glarewoe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +3% lightning +6% physical ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of quickening (dig speed 30 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 161.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 161.89 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +8 (+2 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 27 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
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 11 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. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 541.80 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1)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 158% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 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. |
Blaze's kiss the steel torque of mindblast [power 160] (1/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% fire ----- def ----- Resists +6% lightning +12% blight +9% light +5% arcane Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 200] (1/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 210 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Morach' [power 63] (1/25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +3.00 Max.stam +10.00 Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 16% for 2 turns. 100% to heal for 56. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (1/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
extending yew totem of healing [power 230] (1/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Brodotir' [power 105] (1/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ---------- misc Light +3 Fire a magical bolt dealing 110 fire damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Writhing Lightning the Cornac Adventurer level 24
80th Haze 122nd year of Ascendancy at 22:06 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Writhing Lightning the Cornac Adventurer level 24
5th Decay 122nd year of Ascendancy at 08:44 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Writhing Lightning the Cornac Adventurer level 10
57th Dusk 122nd year of Ascendancy at 19:55 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Writhing Lightning the Cornac Adventurer level 20
31st Haze 122nd year of Ascendancy at 05:44 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Writhing Lightning the Cornac Adventurer level 21
36th Haze 122nd year of Ascendancy at 08:01 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Writhing Lightning the Cornac Adventurer level 25
7th Decay 122nd year of Ascendancy at 21:06 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Writhing Lightning the Cornac Adventurer level 10
59th Dusk 122nd year of Ascendancy at 00:49 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Writhing Lightning the Cornac Adventurer level 7
3rd Mirth 122nd year of Ascendancy at 01:16 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Writhing Lightning the Cornac Adventurer level 23
42nd Haze 122nd year of Ascendancy at 13:41 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Writhing Lightning the Cornac Adventurer level 16
4th Haze 122nd year of Ascendancy at 01:05 see stats
Log
Arcane Vortex from Writhing Lightning hits Cave troll for 68 arcane damage.
Arcane Vortex from Writhing Lightning hits King cobra for 66 arcane damage.
Arcane Vortex from Writhing Lightning killed Cave troll!
Writhing Lightning picks up (W.): schematic: Winterchill Edge.
The fabric of time around Writhing Lightning returns to normal.
Talent Lightning is ready to use.
Arcane Vortex from Writhing Lightning hits King cobra for 68 arcane damage.
Writhing Lightning casts Lightning.
Writhing Lightning hits King cobra for 369 lightning damage.
Something performs a melee critical strike against Writhing Lightning!
Writhing Lightning killed King cobra!
Something hits Writhing Lightning for 271 physical, 5 darkness, 86 physical (364 total damage).
Writhing Lightning's Beyond the Flesh misses Cyrama the giant red ant.
Talent Shock is ready to use.
Talent Manathrust is ready to use.
Talent Nova is ready to use.
Writhing Lightning casts Manathrust.
Writhing Lightning's spell attains critical power!
Writhing Lightning hits Cyrama the giant red ant for 410 arcane damage.
Writhing Lightning hits Warg for 438 arcane damage.
Cyrama the giant red ant uses Flurry.
Cyrama the giant red ant performs a melee critical strike against Writhing Lightning!
Cyrama the giant red ant hits Writhing Lightning for 99 physical, 6 darkness, 61 physical, 203 physical, 6 darkness, 72 physical (450 total damage).
Melee retaliation hits Cyrama the giant red ant for 3 lightning, 31 light, 7 blight, 16 darkness, 3 lightning, 31 light, 7 blight, 16 darkness, 3 lightning, 30 light, 7 blight, 16 darkness, 3 lightning, 30 light, 7 blight, 16 darkness, 3 lightning, 30 light, 7 blight, 16 darkness, 3 lightning, 30 light, 7 blight, 16 darkness (348 total damage).
Writhing Lightning the level 28 cornac adventurer was hacked apart to death by Cyrama the giant red ant on level 4 of Old Forest.
You carry too much--you are encumbered!
Drop some of your items.





























































































































