















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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/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:
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 | Male |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 33 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 8 on the 78th Pyre 122nd year of Ascendancy at 08:55 0 / 7Killed by Isoriata the bone giant at level 17 on the 12nd Haze 122nd year of Ascendancy at 10:44 Killed by Isoriata the bone giant at level 17 on the 12nd Haze 122nd year of Ascendancy at 13:29 Killed by Bethoma the skeleton warrior at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 18:20 Killed by Voriwe the slaver at level 23 on the 9th Allure 123rd year of Ascendancy at 10:29 Killed by searing horror at level 32 on the 30th Pyre 123rd year of Ascendancy at 04:06 Killed by Ce'Nanor the corrupted protosentient globula at level 33 on the 33rd Pyre 123rd year of Ascendancy at 22:42 |
Primary Stats
| Strength | 31 (base 17) |
| Dexterity | 90 (base 60) |
| Constitution | 36 (base 18) |
| Magic | 29 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 74 (base 60) |
Resources
| Life | -22/754 |
| Steam | 92/126 |
| Healing Factor | 1.4979202340232 |
| Regeneration | 6.3661609945987 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 15 |
| Infravision | 10 |
| See Stealth | 49 |
| See Invisible | 41 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 69 |
| Crit Chance | 40% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Light | +24% |
| Nature | +20% |
| Physical | +42% |
| Cold | +30% |
| All | +8% |
Offense: Damage Penetration
| Temporal | +16% |
| Darkness | +12% |
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 72 (65.292302510663%) |
| Defense | 72 |
| Ranged Defense | 75 |
| Fatigue | 7.4776192016099 |
| Physical Save | 28 |
| Spell Save | 41 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 37%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 38%( 70%) |
| Physical | + 34%( 70%) |
| Temporal | + 36%( 70%) |
| Lightning | + 63%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 46% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Stun Resistance | 40% |
| Poison Resistance | 15% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Implants | Effective talent level: 2.5 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 189% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 79%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
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 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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Yvigata the wolf. Escort: repented thief (level 1 of Old Forest) | failed |
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 temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed black mamba head. * You've found the needed sandworm tooth. Ungrol of Last Hope has completed an elixir of brawn 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. * You've found the needed orc heart. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | fleetfooted pair of dwarven-steel boots of void walking (7 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Dex dps ---------- Res.pen +12% darkness +11% temporal ----- def ----- Armour +5 Defense +7 (+2 eff.) Fatigue +3% Resists +15% darkness +16% temporal Def/telep +15 Res/telep +12% Dur/telep +16% ---------- misc Talents +4 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of stralite shots of erosion (23/23, 169% power, 5 apr) 3.0 T4 shot ammo [Ego+] Nature/Master Power 170% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 23 Melee+ +10 nature Ranged+ +10 nature On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | Kindleclash 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +16% light ----- def ----- Resists +12% acid +6% fire +6% darkness +5% arcane Spell.save +6 (+2 eff.) Max.HP +60.00 Pinning- +20% ---------- misc Light +8 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | stone warden's voratun gauntlets of strength (+6) (0 def, 26 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +26 Hardiness +12% Fatigue +5% Resists +6% physical ---------- misc Talents +4 Voltaic Sentry 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 | Festerspitter [power 362] (34/15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +9 Dex +6 Mag dps ---------- Res.pen +20% nature ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold amber ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all ----- def ----- Spell.save +14 (+4 eff.) ---------- misc Max.stam +18.00 Rings make your fingers look great! |
| On fingers | steel emerald ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil +3 Mag dps ---------- Dmg.mod +12% nature Res.pen +5% temporal ----- def ----- Armour +4 Resists +7% blight +3% temporal +31% nature +3% all Crit.chn- 10.00% Max.HP +26.00 Poison- +15% Disease- +15% Disarm- +28% Pinning- +26% Knockbk- +26% Rings make your fingers look great! |
| Around neck | serendipitous gold amulet of healing0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 12% Heal.mod +16% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 289 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | mage-hunter's dwarven-steel steamgun of dampening 4.0 T3 steamgun 1H weapon [Ego+] Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +10% acid +10% lightning +8% fire +12% cold +5% all Spell.save +8 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Drygarand the rough leather belt 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Spell.pwr +3 (+0 eff.) Dmg.mod +15% physical Melee Ret 4 physical ----- def ----- Defense +36 (+9 eff.) Mind.save +7 (+2 eff.) Proj.slow +15% ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Piercing Gaze (5 def, 25 armour, 150% power, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Pressurizer (9 def, 0 armour) 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +4 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | stormwoven silk robe of life (0 def, 6 armour) 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +7 Mag +6 Wil dps ---------- Dmg.mod +16% lightning +9% physical +22% cold ----- def ----- Armour +6 Resists +8% blight +8% cold +9% lightning +13% all Crit.chn- 21.00% Max.HP +80.00 HP.reg +4.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune (range 6; phase 14; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 287; dur 5; cd 16)0.1 rune scroll [Normal] 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 287 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour0.1 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. |
schematic: Acid Groove0.1 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. |
2 schematic: Air Recycler0.1 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. |
schematic: Alchemist's Helper0.1 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. |
schematic: Armour Reinforcement0.1 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. |
2 schematic: Back Support0.1 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. |
schematic: Black Light Emitter0.1 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. |
2 schematic: Corrosive Shell0.1 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. |
2 schematic: Crystal Plating0.1 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. |
2 schematic: Deflection Field0.1 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. |
4 schematic: Fiery Salve0.1 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. |
2 schematic: Fireproof Coating0.1 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. |
2 schematic: Flash Powder0.1 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. |
3 schematic: Focus Lens0.1 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. |
schematic: Frost Salve0.1 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. |
2 schematic: Fungal Web0.1 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. |
2 schematic: Grounding Strap0.1 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. |
3 schematic: Hand Cannon0.1 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. |
schematic: Headlamp0.1 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. |
2 schematic: Healing Salve0.1 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. |
schematic: Incendiary Groove0.1 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. |
schematic: Magnetic Shell0.1 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. |
3 schematic: Mental Stimulator0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
2 schematic: Razor Edge0.1 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. |
schematic: Rocket Boots0.1 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. |
schematic: Saw Projector0.1 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. |
schematic: Saw Shell0.1 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. |
schematic: Shocking Touch0.1 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. |
schematic: Spike Attachment0.1 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. |
schematic: Spring Grapple0.1 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. |
schematic: Steamgun0.1 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. |
schematic: Steamsaw0.1 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. |
schematic: Thunder Grenade0.1 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. |
2 schematic: Thunderclap Coating0.1 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. |
schematic: Unstoppable Force Salve0.1 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. |
schematic: Voltaic Sentry0.1 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. |
3 schematic: Winterchill Edge0.1 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. |
gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
grounding stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +17% lightning Blind- +10% Stun/Frz- +32% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
warrior's steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
steel garnet ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +7 (+2 eff.) Dmg.mod +6% all Rings make your fingers look great! |
steel jade ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +4 Resists +4% all Rings make your fingers look great! |
stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +15% acid +18% fire +11% lightning +13% cold Rings make your fingers look great! |
plaguebringer's voratun dagger of massacre (156% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 156% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 8 While equipped: ----- def ----- Disease- +17% Sharp, short and deadly. |
stralite dagger (132% power, 9 apr)1.0 T4 dagger 1H weapon [Normal] Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
plaguebringer's stralite greatmaul of vileness (166% power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +32 blight On Hit: 20% Epidemic 4 On Hit: * 44% chance to reduce strength, dexterity, and constitution by 8 While equipped: ----- def ----- Disease- +39% Massive two-handed mauls. |
arcing voratun greatsword of enduring (172% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Nature Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +16 Con +13 Wil ----- def ----- Max.HP +51.00 Massive two-handed swords. |
steady hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +2.0% Res.pen +7% all Acc +15 (+4 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 176% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 3.5 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
lifebinding elven-wood magestaff (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) Dmg.mod +25% lightning ----- def ----- HP.reg +0.80 Heal.mod +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of wizardry (136% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +25 (+6 eff.) Dmg.mod +30% physical ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam While equipped: ----- def ----- Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Flare: Level 4.5 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 37 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
gunslinger's stralite steamgun of recursion4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Steampwr +9 (+2 eff.) Dmg.mod +12% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
truestriking stralite waraxe of phasing (135% power, 18 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +6.5% Atk.spd 100% Phasing +14% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +9 One-handed war axes. |
Sunbolt1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% fire +15% arcane +10% darkness Melee Ret 10 arcane ----- def ----- Resists +5% arcane +24% fire HP.reg +2.20 Heal.mod +18% A belt that goes around your waist. |
Kindlemight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% light ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smearhack (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Mind.pwr +20 (+7 eff.) Res.pen +15% darkness +15% nature ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +19% cold Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerabeth the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) S.pwr/crit +6 Dmg.mod +24% lightning ----- def ----- Resists +36% lightning +13% all ---------- misc Vim/s.crit +2.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Aerudatta' (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Dex +2 Mag +6 Cun dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 55 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic dwarven-steel gauntlets of archery (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +6 Fatigue +3% Mind.save +10 (+3 eff.) Max.HP +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of butchering (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 9 lightning Dmg.mod +7% lightning Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +7% lightning Spell.save +9 (+3 eff.) 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. |
voratun gauntlets 'Xodata' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Cun dps ---------- Mind.crit +4% Melee+ 13 cold Dmg.mod +10% cold ----- def ----- Armour +3 Fatigue +5% Resists +10% cold +5% arcane +4% physical Mind.save +18 (+6 eff.) 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. |
voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +3 Fatigue +5% Resists +7% light +7% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 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 50.21 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Skyreign (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% cold +6% arcane Res.pen +15% arcane +25% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% cold +15% light +13% darkness A hat made of leather. Very stylish. |
fortifying steel mail armour of command (7 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +1 Cun +3 Con ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +12% Mind.save +12 (+4 eff.) Max.HP +35.00 A suit of armour made of mail. |
cleansing stralite plate armour of natural resilience (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +27% nature +26% blight D.Red.from +7% Unnatural A suit of armour made of metal plates. |
searing stralite plate armour of temporal resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 11 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Fatigue +22% Resists +19% acid +18% fire +19% temporal A suit of armour made of metal plates. |
Nureleg the dwarven-steel shield (0 def, 6 armour, 140% power, 100.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Disrupt When used to Attack: Power 141% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +100 On Hit: * 22% chance to reduce armor by 17% While equipped: Stats +5 Con dps ---------- Melee+ 14 acid 8 nature 11 lightning Melee Ret 3 acid 6 lightning On Hit (Melee): * 12 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +5% nature Phys.save +3 (+1 eff.) Max.HP +20.00 Stun/Frz- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Radiancewasp (17/17, 156% power, 14 apr)3.0 T4 arrow ammo [Rare] Psionic Power 156% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 17 Rld cld 6 Ranged+ +15 mind On Hit.r1 +20 light On Crit.r2 +20 acid +20 light On Hit: * 20% chance to reduce armor by 17% * 39% chance to reduce all saves and defense by 26 Arrows are used with bows to pierce your foes to death. |
Voidflash the quiver of dragonbone arrows (19/19, 182% power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 183% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 Ranged+ +20 temporal +16 nature On Hit.r1 +8 nature On Crit.r2 +8 nature +20 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 21% Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of elven-wood arrows of accuracy (22/22, 154% power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +14 Crit +2.5% Capacity 22 Ranged+ +14 blight On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 8 Arrows are used with bows to pierce your foes to death. |
3 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. |
367 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great water salve [power 20] great water salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 15] potent frost salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 193] potent healing salve [power 193]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 207] powerful pain suppressor salve [power 207]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -207 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 147 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel hand cannon0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft black light emitter0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made hook shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
evasive elven-wood totem of summon tentacle [power 310] (34/25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 750 Base Damage: 328 Armor: 40 All Resist: 8 Puts all charms on 25 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Elfis the Doomelf Annihilator level 29
18th Pyre 123rd year of Ascendancy at 20:10 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elfis the Doomelf Annihilator level 17
18th Haze 122nd year of Ascendancy at 19:13 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Elfis the Doomelf Annihilator level 20
10th Decay 122nd year of Ascendancy at 11:35 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elfis the Doomelf Annihilator level 28
39th Regrowth 123rd year of Ascendancy at 11:42 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Elfis the Doomelf Annihilator level 6
76th Pyre 122nd year of Ascendancy at 18:46 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elfis the Doomelf Annihilator level 27
27th Regrowth 123rd year of Ascendancy at 22:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Elfis the Doomelf Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 07:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Elfis the Doomelf Annihilator level 20
78th Haze 122nd year of Ascendancy at 21:43 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Elfis the Doomelf Annihilator level 30
25th Pyre 123rd year of Ascendancy at 00:16 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Elfis the Doomelf Annihilator level 23
4th Allure 123rd year of Ascendancy at 01:45 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Elfis the Doomelf Annihilator level 26
20th Regrowth 123rd year of Ascendancy at 11:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Elfis the Doomelf Annihilator level 29
65th Regrowth 123rd year of Ascendancy at 21:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Elfis the Doomelf Annihilator level 11
5th Mirth 122nd year of Ascendancy at 07:53 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Elfis the Doomelf Annihilator level 29
18th Pyre 123rd year of Ascendancy at 20:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Elfis the Doomelf Annihilator level 11
7th Mirth 122nd year of Ascendancy at 16:07 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Elfis the Doomelf Annihilator level 23
9th Allure 123rd year of Ascendancy at 19:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Elfis the Doomelf Annihilator level 32
30th Pyre 123rd year of Ascendancy at 06:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Elfis the Doomelf Annihilator level 17
47th Haze 122nd year of Ascendancy at 21:26 see stats
Log
Terrified from Ce'Nanor the corrupted protosentient globula hits Elfis for (5 exoskeleton), 5 mind, (2 exoskeleton), 2 darkness (7 total damage).
Agony from Ce'Nanor the corrupted protosentient globula hits Elfis for (128 exoskeleton), 128 mind (128 total damage).
Haunted from Ce'Nanor the corrupted protosentient globula hits Elfis for (6 exoskeleton), 110 mind, (0 exoskeleton), 54 darkness (164 total damage).
Elfis's Rocket Pod hits Shadow for 47 fire, 30 fire, 3 nature, 3 arcane (82 total damage).
Elfis's Rocket Pod hits Bloated ooze for 30 fire damage.
Elfis attacks Medic turret in a fit of paranoia.
Medic turret ignores the fear!
Elfis's Rocket Pod killed Bloated ooze!
Medic turret receives 89 healing.
Elfis receives 97 healing from Medic turret.
Elfis hits Medic turret for 52 physical damage.
Ce'Nanor the corrupted protosentient globula uses Emergency Steam Purge.
Shadow resists the blinding light!
Elfis shrugs off the effect 'Blinded'!
Shadow resists the fear.
Shadow misses Elfis.
Burning Phosphorous from Elfis hits Shadow for 20 fire damage.
Deep Wound from Elfis hits Shadow for 39 physical damage.
Ce'Nanor the corrupted protosentient globula hits Elfis for (25 exoskeleton), 167 fire (167 total damage).
Ce'Nanor the corrupted protosentient globula hits Shadow for 0 fire damage.
Ce'Nanor the corrupted protosentient globula shares damage with his oozes!
Burning Phosphorous from Elfis hits Ce'Nanor the corrupted protosentient globula for 5 fire damage.
Elfis is lost in madness!
Elfis succumbs to heightening fears!
Elfis is in despair!
Elfis is no longer writhing in agony.
Talent Hypervision Goggles is ready to use.
Heighten Fear from Ce'Nanor the corrupted protosentient globula hits Elfis for (0 exoskeleton), 24 mind, (0 exoskeleton), 22 darkness (46 total damage).
Terrified from Ce'Nanor the corrupted protosentient globula hits Elfis for (0 exoskeleton), 8 mind, (0 exoskeleton), 4 darkness (12 total damage).
Elfis the level 33 doomelf annihilator was swallowed by the void to death by Ce'Nanor the corrupted protosentient globula on level 1 of The Godfeaster.




































































































































