










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Velidabeth the deformed treant at level 17 on the 54th Dusk 122nd year of Ascendancy at 22:21 0 / 8Killed by Velidabeth the deformed treant at level 17 on the 55th Dusk 122nd year of Ascendancy at 00:47 Killed by Mayysenne the mean looking elven guard at level 18 on the 63rd Dusk 122nd year of Ascendancy at 05:59 Killed by Mayomitha the faeros at level 22 on the 35th Haze 122nd year of Ascendancy at 13:04 Killed by snow giant boulder thrower at level 23 on the 37th Haze 122nd year of Ascendancy at 22:09 Killed by Xyta the snow giant at level 24 on the 38th Haze 122nd year of Ascendancy at 07:12 Killed by storm wyrm at level 24 on the 38th Haze 122nd year of Ascendancy at 11:07 Killed by Glythra the xorn at level 24 on the 38th Haze 122nd year of Ascendancy at 19:20 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 40 (base 35) |
| Constitution | 18 (base 12) |
| Magic | 69 (base 54) |
| Willpower | 17 (base 12) |
| Cunning | 31 (base 17) |
Resources
| Mana | 86/287 |
| Psi | 107/107 |
| Life | -25/620 |
| Positive | 119/119 |
| Stamina | 148/216 |
| Insanity | 67/100 |
| Healing Factor | 1.1811363549267 |
| Regeneration | 0.29528408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 64 |
| Crit Chance | 16% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Lightning | +21% |
| Acid | +9% |
| Temporal | +15% |
| Blight | +9% |
| Arcane | +40% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 25 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 22%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 18%( 70%) |
| Mind | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Silence Resistance | 32% |
| Bleed Resistance | 20% |
| Confusion Resistance | 47% |
| Knockback Resistance | 0% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 726% for 10 turns (41 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Islubretta the fire drake. Escort: injured seer (level 2 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * '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 orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| Psionic focus | Xomina the Gloombearer (117% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +9% acid +15% fire +15% cold +15% arcane +15% lightning Res.pen +5% darkness +5% acid On Hit (Melee): * 20% chance to reduce armor by 39% ---------- misc Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Light source | Betygasema the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +25 (+6 eff.) ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +11% ---------- misc Psi/ret +0.12 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arenne (0 def, 1 armour) =+4 STR +3 CON +40 HP=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Dex +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Max.HP +40.00 A hat made of leather. Very stylish. |
| On feet | undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +32% Confus- +26% Stun/Frz- +22% ---------- misc Stam/turn +0.30 Max.stam +19.00 A pair of boots made of leather. |
| Tool | Cyronn the iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +5% arcane +3% blight Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kykalthoblek the Airsun0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +5 (+2 eff.) Resists +6% blight +3% fire +6% cold Mind.save +6 (+3 eff.) Cut- +20% Confus- +21% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +7 ----- def ----- Defense +12 (+4 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | steel amulet 'Falekor'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Con ----- def ----- Crit.chn- 5.00% Blind- +13% ---------- misc Light +3 Infravis +3 Sight +2 See.Invis +17 Amulets make your neck look great! |
| In main hand | ash starstaff 'Isurata' (117% power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +7 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +15% temporal Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +6 (+2 eff.) ---------- misc Max.mana +14.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 118.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee+ 5 arcane Dmg.mod +3% arcane ----- def ----- Armour +1 Resists +4% arcane ---------- misc Mana/turn +0.10 Unarmed combat: Power 102% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +12 arcane On Hit: 10% Elemental Bolt 1 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Hyrim =+80 HP=1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +7% acid +1% physical +8% cold +7% fire +7% lightning Die.at -20.00 life Max.HP +80.00 Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour) =+40 HP +Acc=2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +21 (+5 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
healing infusion (heal 61; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 454%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet 'Korerion'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid Res.pen +5% mind ----- def ----- Resists +6% physical +6% mind +12% temporal Pinning- +24% Knockbk- +20% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Vargh Redemption =+6 CON=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.64 cold and 9.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Shimmermonster (125% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 126% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 lightning +10 mind On Hit: * 19% chance to reduce all saves and defense by 15 While equipped: Stats +1 Dex +3 Wil +9 Cun +2 Con dps ---------- Phys.crit +3.0% ---------- misc Infravis +3 Massive two-handed battleaxes. |
arcing steel greatmaul of vileness (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 29 * 25% chance for lightning to strike from the target to a second target dealing 103 damage Massive two-handed mauls. |
Garoddadil the Furnaceclash4.0 T1 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 lightning While equipped: Stats +2 Str +4 Dex +5 Con dps ---------- Dmg.mod +15% lightning Res.pen +25% fire ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
cured leather sling of acid4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +10% acid Slings are used to hurl stones or metal shots at your foes. |
Ivyldaba the Offalspitter (117% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Nature Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +4 Mag +2 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +15% nature ----- def ----- Defense +7 (+2 eff.) Resists +9% temporal ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Polawe the ash vilestaff (117% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Master Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight Res.pen +5% blight +20% arcane ----- def ----- Defense +5 (+2 eff.) Resists +9% nature +3% cold Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (107% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blastshaper =+9/10 elec dmg/respen=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning +18% fire +6% cold A belt that goes around your waist. |
Zereleg =+3 CON=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +3 Con dps ---------- Crit.mult +10.00% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) A belt that goes around your waist. |
noble's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +5% blight D.Red.from +22% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of valiance1.0 T1 belt armor [Ego+] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +46.00 A belt that goes around your waist. |
linen cloak 'Aeraldaba' (1 def, 0 armour) =+40 HP Stn +20%=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Spell.save +5 (+2 eff.) Max.HP +40.00 Stun/Frz- +20% ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% arcane ----- def ----- Resists +15% lightning +7% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastquick the pair of rough leather boots (0 def, 1 armour) =+4 STR/DEX +15 ele respen=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Dex +1 Wil +2 Cun +5 Lck dps ---------- Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Armour +1 Resists +6% lightning Stealth +5 ---------- misc Light +1 A pair of boots made of leather. |
Rainvile the pair of rough leather boots (0 def, 1 armour) =Light +2=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% nature +12% cold Res.pen +15% nature +10% cold Melee Ret 2 cold ----- def ----- Armour +1 Stealth +6 ---------- misc Light +2 A pair of boots made of leather. |
pair of dwarven-steel boots 'Singeblack' (0 def, 4 armour) =+7 STR=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +3 Mag +2 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +4 Fatigue +3% Resists +14% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 125.26 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 blight Dmg.mod +5% blight +4% arcane ----- def ----- Armour +2 Resists +6% blight Unarmed combat: Power 121% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Crit.r2 +5 blight +6 arcane On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Searpanic' (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +5% nature Res.pen +20% fire ----- def ----- Armour +6 Fatigue +3% Resists +15% acid +2% physical +6% nature +5% arcane Max.HP +80.00 Poison- +20% Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 8 nature Dmg.mod +4% arcane +5% nature ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +9 arcane +6 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltmaim (5 def, 7 armour) =+20 elec respen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight Res.pen +20% lightning +5% blight Melee Ret 6 lightning 2 fire ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetire (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Spell.crit +3% Dmg.mod +15% cold ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Max.vim +20.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tempestwrecker the rough leather cap (0 def, 1 armour) =+2 STR +4 DEX=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Melee Ret 8 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
Chaledor (6 def, 4 armour) =+31 elec res=9.0 T2 light armor [Random Unique] Master While equipped: dps ---------- Spell.crit +1% Res.pen +15% blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +31% lightning +6% physical Phys.save +11 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
Stormwarden the quiver of ash arrows (16/16, 125% power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +28 lightning +20 darkness On Hit.r1 +20 lightning On Crit.r2 +24 lightning +4 darkness Arrows are used with bows to pierce your foes to death. |
7 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. |
60 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 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Stormcrypt (dig speed 23 turns) =+5 STR +25 elec respen=3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% arcane Res.pen +25% lightning Apr +8 ----- def ----- Resists +18% lightning While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Ulurain the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +12% light +7% physical Crit.chn- 15.00% Disarm- +20% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerilaith (dig speed 18 turns) =Spellpower/crit +10=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +6% arcane +3% blight Phasing +20% ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical ---------- misc Max.vim +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Anufast the brass lantern =+6 light, +see inv=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag +1 Con ----- def ----- Resists +3% fire Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +14 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. |
Brenumnir =+3 STR=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% light Phys.save +9 (+5 eff.) HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 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 81.00 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. |
scorching brass lantern of health =+40 HP=2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Left Hand of Darkness the Cornac Adventurer level 19
76th Dusk 122nd year of Ascendancy at 16:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Left Hand of Darkness the Cornac Adventurer level 10
30th Dusk 122nd year of Ascendancy at 08:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Left Hand of Darkness the Cornac Adventurer level 20
4th Haze 122nd year of Ascendancy at 10:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By The Left Hand of Darkness the Cornac Adventurer level 19
76th Dusk 122nd year of Ascendancy at 16:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Left Hand of Darkness the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 21:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Left Hand of Darkness the Cornac Adventurer level 10
32nd Dusk 122nd year of Ascendancy at 07:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 18
55th Dusk 122nd year of Ascendancy at 11:59 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By The Left Hand of Darkness the Cornac Adventurer level 24
38th Haze 122nd year of Ascendancy at 11:07 see stats
Log
Melee retaliation hits The Left Hand of Darkness for 28 acid, 28 acid (57 total damage).
Spydric Poison from Glythra the xorn hits The Left Hand of Darkness for (31 absorbed), 24 nature (24 total damage).
The Left Hand of Darkness's Beyond the Flesh hits Glythra the xorn for 19 physical, 10 arcane, 55 darkness, 5 arcane, 126 lightning (216 total damage).
The Left Hand of Darkness receives 27 healing from Temporal Restoration Field.
The Left Hand of Darkness casts Displacement Shield.
The very fabric of space alters around The Left Hand of Darkness.
The Left Hand of Darkness casts Lightning.
The Left Hand of Darkness's spell attains critical power!
The demonic soul releases a burst of fire around Glythra the xorn!
The Left Hand of Darkness casts Lightning.
Melee retaliation hits The Left Hand of Darkness for 28 acid, 28 acid (57 total damage).
Demonic Soul hits Glythra the xorn for 23 fire damage.
The Left Hand of Darkness hits Glythra the xorn for 6 blight, 13 arcane, 6 arcane, 252 lightning, 17 blight, 5 arcane, 163 lightning (461 total damage).
Glythra the xorn uses Slime Spit.
The Left Hand of Darkness slows down.
Glythra the xorn's Slime Spit hits The Left Hand of Darkness for 217 nature damage.
The Left Hand of Darkness is poisoned!
The Left Hand of Darkness's Beyond the Flesh performs a melee critical strike against Glythra the xorn!
The Left Hand of Darkness's Beyond the Flesh performs a melee critical strike against Glythra the xorn!
The Left Hand of Darkness casts Lightning.
Glythra the xorn shares damage with his oozes!
The Left Hand of Darkness teleports some damage to Glythra the xorn!
Poison from Glythra the xorn hits Glythra the xorn for 35 teleported damage.
Poison from Glythra the xorn hits The Left Hand of Darkness for (35 teleported), 0 nature (0 total damage).
Melee retaliation hits The Left Hand of Darkness for 28 acid, 28 acid (57 total damage).
Spydric Poison from Glythra the xorn hits The Left Hand of Darkness for 56 nature damage.
The Left Hand of Darkness's Beyond the Flesh hits Glythra the xorn for 39 physical, 12 arcane, 28 darkness, 2 arcane, 80 lightning (161 total damage).
The Left Hand of Darkness's Beyond the Flesh hits Bloated ooze for 23 darkness damage.
The Left Hand of Darkness receives 27 healing from Temporal Restoration Field.
The Left Hand of Darkness the level 24 cornac adventurer was corroded to death by Glythra the xorn on level 4 of Daikara.































































































