

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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! 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. 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 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 | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 34 / 38% |
Size | medium |
Lifes / Deaths | Killed by Norgos, the Guardian at level 12 on the 2nd Summertide 122nd year of Ascendancy at 12:07 0 / 8Killed by Weirdling Beast at level 19 on the 19th Dusk 122nd year of Ascendancy at 12:14 Killed by Zubutta the dreaming horror at level 21 on the 31st Dusk 122nd year of Ascendancy at 09:04 Killed by Zubutta the dreaming horror at level 21 on the 31st Dusk 122nd year of Ascendancy at 10:48 Killed by mecharachnid (servant of raaaara) at level 25 on the 77th Dusk 122nd year of Ascendancy at 10:14 Killed by mecharachnid (servant of raaaara) at level 25 on the 1st Haze 122nd year of Ascendancy at 21:34 Killed by mecharachnid (servant of raaaara) at level 28 on the 24th Haze 122nd year of Ascendancy at 20:27 Killed by raaaara at level 34 on the 9th Decay 122nd year of Ascendancy at 08:33 |
Primary Stats
Strength | 58 (base 14) |
Dexterity | 97 (base 60) |
Constitution | 43 (base 10) |
Magic | 37 (base 17) |
Willpower | 36 (base 10) |
Cunning | 131 (base 60) |
Resources
Life | -87/768 |
Steam | 93/106 |
Healing Factor | 1.2897742564935 |
Regeneration | 8.0610891030843 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 106 |
Accuracy | 65 |
Crit Chance | 53% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31.5 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Mind | +3% |
Nature | +20% |
Blight | +23% |
Physical | +6% |
Fire | +88% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Fire | +15% |
Arcane | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 40 (30%) |
Defense | 55 |
Ranged Defense | 60 |
Fatigue | 35 |
Physical Save | 56 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Acid | + 49%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 49%( 70%) |
All | + 21%( 70%) |
Lightning | + 49%( 70%) |
Physical | + 31%( 70%) |
Darkness | + 26%( 70%) |
Mind | + 26%( 70%) |
Fire | + 70%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Teleport Resistance | 100% |
Confusion Resistance | 30% |
Pinning Resistance | 97% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Ivimibrenor the degenerated skeleton warrior. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. | 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 has completed an elixir of avoidance without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +13 (+4 eff.) Pinning- +70% Knockbk- +20% Teleport- +100% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (220 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (367 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. |
Quiver | ![]() 3.0 T4 shot ammo [Ego+] Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 23 On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +7 Str +6 Dex +4 Cun dps ---------- S.pwr/crit +6 Res.pen +15% fire Melee Ret 19 fire ----- def ----- Resists +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire Acc +9 (+3 eff.) ----- def ----- Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire ---------- misc Light +5 Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 75.29 fire and 42.45 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +10 Fatigue +3% Resists +6% mind Crit.chn- 10.00% Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -80.00 life Heal.mod +5% Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +7 Str +2 Dex +4 Mag +2 Con dps ---------- Dmg.mod +18% fire ----- def ----- Resists +6% darkness ---------- misc Infravis +3 Create a shield absorbing up to 374 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +6 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% blight Res.pen +20% arcane ----- def ----- Armour +9 Resists +5% arcane Max.HP +23.00 Disarm- +26% Pinning- +27% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +14% acid +6% physical Res.pen +25% physical Melee Ret 4 physical ----- def ----- Resists +28% acid Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Con dps ---------- Mind.crit +2% Res.pen +10% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% fire +23% cold +12% nature +13% physical Phys.save +17 (+5 eff.) Max.HP +63.00 HP.reg +6.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: * burn your foe dealing 84 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: Stats +7 Str +11 Dex +8 Mag +8 Wil +5 Cun +8 Con ----- def ----- Resists +7% acid +12% lightning +10% fire +12% cold +4% all Spell.save +9 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +10 Defense +17 (+5 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +24% lightning Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% mind +10% fire Apr +4 ----- def ----- Armour +2 Resists +15% fire +7% all Phys.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +30% cold Res.pen +10% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +9% acid +15% mind ---------- misc Masteries +0.35 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 344 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.13 Steamtech/Gadgets Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Cun +2 Mag ----- def ----- Resists +3% blight +6% cold +6% nature Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +20% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Nature/Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +10 fire While equipped: dps ---------- All.spd +3% Res.pen +7% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Master/Psionic Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +20 mind On Hit: * 10% chance to reduce all saves and defense by 40 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +25% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 18 While equipped: ----- def ----- Disease- +15% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% physical Acc +11 (+3 eff.) Apr +11 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +6% physical Acc +15 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +20% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 acid +8 mind On Crit.r2 +12 acid While equipped: dps ---------- Mind.crit +17% Mind.pwr +14 (+4 eff.) Dmg.mod +20% mind Res.pen +10% acid ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.40 Hate/m.crit +4.00 Psi/m.crit +9.00 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.0 - 8.8 Nature 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 10 acid Dmg.mod +8% acid Res.pen +6% acid ----- def ----- Resists +9% acid HP.reg +3.00 ---------- misc Hate/kill +3.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 129.57 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
![]() 4.0 T2 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Cun dps ---------- Res.pen +21% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 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 +27 (+4 eff.) Dmg.mod +25% darkness Phasing +17% ----- def ----- Defense +14 (+4 eff.) Shield.pwr +8% ---------- misc Mana/turn +0.26 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. |
![]() 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: Stats +1 Dex dps ---------- Dmg.mod +16% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: Stats +5 Str +9 Dex +7 Mag +7 Wil +6 Cun +5 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% darkness +5% physical Acc +5 (+2 eff.) Apr +1 ----- def ----- Resists +2% physical Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +6% cold ---------- misc Max.enc +22 A belt that goes around your waist. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +4 Wil dps ---------- Dmg.mod +16% lightning ----- def ----- Resists +24% lightning +13% all ---------- misc Mana/turn +0.22 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +2 Cun +2 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Max.HP +38.00 ---------- misc Stam/turn +0.20 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Melee+ 7 nature Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 69% ----- def ----- Armour +6 Resists +6% nature +6% lightning Spell.save +3 (+2 eff.) Die.at -80.00 life 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +1% physical +3% acid Mind.save +3 (+1 eff.) Die.at -40.00 life A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +3 Cun dps ---------- Acc +20 (+5 eff.) Apr +5 ----- def ----- Armour +9 Fatigue +3% ---------- misc Hate/m.crit +1.00 Max.stam +30.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Phys.crit +3.0% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +3% blight +3% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil ----- def ----- Armour +13 Defense +11 (+3 eff.) Fatigue +12% Mind.save +23 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +7 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% darkness +5% physical Mind.save +11 (+4 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +12% Max.HP +49.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +14% blight +17% darkness Max.HP +65.00 HP.reg +4.00 Heal.mod +19% ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +9% physical +24% darkness +13% light ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% darkness +7% physical HP.reg +4.30 ---------- misc Stam/turn +0.70 Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +5% physical Phys.save +10 (+4 eff.) HP.reg +2.30 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- On Melee Ret: * 14% chance to reduce armor by 28% ----- def ----- Armour +8 Fatigue +8% Resists +11% acid +13% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (275) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +2 Wil dps ---------- On shield block: * Deals 236 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +8% Resists +10% cold ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Max.HP +64.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +12 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 236 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% physical ---------- misc Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +3 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +12% cold Res.pen +5% cold ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +43.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 234.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +3 Wil +2 Con dps ---------- Dmg.mod +8% mind Res.pen +5% arcane +8% all Apr +8 ----- def ----- Resists +7% blight Spell.save +9 (+5 eff.) HP.reg +1.00 ---------- misc Mana/turn +0.12 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +20% cold ----- def ----- Mind.save +6 (+2 eff.) Max.HP +20.00 HP.reg +4.00 Cut- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 23] simple frost salve [power 23]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 64% cooldown modifier. Remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 281] simple healing salve [power 281]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 64% cooldown modifier. Heal 281 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +6 nature On Crit: * Splash the target with acid dealing 90 damage over 5 turns and reducing armor and accuracy by 12 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Arcane/Master Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +3 Crit +5.0% Capacity 17 On Hit.r1 +8 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Arcane/Master Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +12 Crit +11.0% Capacity 43 Rld cld 4 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Nature Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Proj.spd +200% Ranged+ +10 lightning On Crit.r2 +6 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 209 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By raaaara the Cornac Annihilator level 30
30th Haze 122nd year of Ascendancy at 17:51 see stats
By raaaara the Cornac Annihilator level 30
25th Haze 122nd year of Ascendancy at 18:17 see stats
By raaaara the Cornac Annihilator level 33
4th Decay 122nd year of Ascendancy at 13:31 see stats
By raaaara the Cornac Annihilator level 33
5th Decay 122nd year of Ascendancy at 14:11 see stats
By raaaara the Cornac Annihilator level 19
29th Dusk 122nd year of Ascendancy at 04:28 see stats
By raaaara the Cornac Annihilator level 18
18th Dusk 122nd year of Ascendancy at 11:54 see stats
By raaaara the Cornac Annihilator level 31
41st Haze 122nd year of Ascendancy at 22:16 see stats
By raaaara the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 01:08 see stats
By raaaara the Cornac Annihilator level 20
29th Dusk 122nd year of Ascendancy at 11:06 see stats
By raaaara the Cornac Annihilator level 30
25th Haze 122nd year of Ascendancy at 17:59 see stats
By raaaara the Cornac Annihilator level 27
9th Haze 122nd year of Ascendancy at 21:09 see stats
By raaaara the Cornac Annihilator level 32
3rd Decay 122nd year of Ascendancy at 07:51 see stats
By raaaara the Cornac Annihilator level 25
77th Dusk 122nd year of Ascendancy at 02:45 see stats
By raaaara the Cornac Annihilator level 19
19th Dusk 122nd year of Ascendancy at 12:08 see stats
By raaaara the Cornac Annihilator level 25
3rd Haze 122nd year of Ascendancy at 21:38 see stats
By raaaara the Cornac Annihilator level 16
8th Dusk 122nd year of Ascendancy at 10:45 see stats
By raaaara the Cornac Annihilator level 28
24th Haze 122nd year of Ascendancy at 20:27 see stats
By raaaara the Cornac Annihilator level 28
24th Haze 122nd year of Ascendancy at 21:42 see stats
Log
Mecharachnid (servant of raaaara) is hexed!
Raaaara is hexed!
Something shoves Dread aside.
Raaaara's Rocket Pod performs a ranged critical strike against Celia!
Raaaara's tinker attains critical power!
Celia is cut deeply.
Raaaara's Rocket Pod hits Celia for 198 fire, 48 fire (246 total damage).
Talent Implant: Steam Generator is ready to use.
raaaara HEALS from fire damage!
Bleeding from Celia hits raaaara for (15 exoskeleton), 15 cold (15 total damage).
Exoskeleton hits raaaara for (4 exoskeleton) damage.
Raaaara's fire area effect hits Dread for 14 fire damage.
Raaaara's fire area effect hits Armoured skeleton warrior for 20 fire damage.
Raaaara's fire area effect hits raaaara for 4 fire, 7 healing (4 total damage) [7 healing].
Raaaara's fire area effect hits Mecharachnid (servant of raaaara) for 36 fire damage.
Raaaara's fire area effect hits Armoured skeleton warrior for 20 fire damage.
Raaaara's fire area effect killed Mecharachnid (servant of raaaara)!
Spikes of Decrepitude hits raaaara for (19 exoskeleton), 19 cold, (19 exoskeleton), 19 cold (37 total damage).
raaaara receives 355 healing.
Raaaara's Rocket Pod hits Armoured skeleton warrior for 108 fire, 30 fire (138 total damage).
Raaaara feels death coming!
Something hits raaaara for (258 exoskeleton), 258 cold, (15 exoskeleton), 501 cold (758 total damage).
Raaaara's Rocket Pod hits Dread for 94 fire damage.
Raaaara's fire area effect hits Armoured skeleton warrior for 15 fire damage.
Raaaara's fire area effect hits raaaara for 7 fire damage.
Exoskeleton hits raaaara for (0 exoskeleton) damage.
Raaaara's fire area effect hits Armoured skeleton warrior for 15 fire damage.
Raaaara's fire area effect hits Dread for 19 fire damage.
raaaara the level 34 cornac annihilator was roasted to death by herself, providing a free meal to the wildlife on level 2 of Last Hope Graveyard.