














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Auto-self-cast Arcane Eye 1.5.0Automatically cast Arcan Eye on self when enemies are not visible and it's at level 4+ and it's not active Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 32 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 16:59 0 / 7Killed by mecharachnid (servant of Eeeav) at level 26 on the 29th Pyre 123rd year of Ascendancy at 08:14 Killed by The Master at level 31 on the 56th Pyre 123rd year of Ascendancy at 05:26 Killed by The Master at level 31 on the 56th Pyre 123rd year of Ascendancy at 09:43 Killed by Elanor the corrupted acidic digestor at level 31 on the 60th Pyre 123rd year of Ascendancy at 00:54 Killed by Elyratha the storm drake hatchling at level 32 on the 2nd Mirth 123rd year of Ascendancy at 18:03 Killed by mecharachnid (servant of Eeeav) at level 32 on the 4th Dusk 123rd year of Ascendancy at 03:58 |
Primary Stats
| Strength | 46 (base 14) |
| Dexterity | 62 (base 46) |
| Constitution | 80 (base 41) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 104 (base 47) |
Resources
| Life | -132/855 |
| Steam | 12/100 |
| Healing Factor | 1.5329357312943 |
| Regeneration | 8.6559310347142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 26 |
| See Invisible | 41 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 53 |
| Crit Chance | 34% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +27% |
| Darkness | +28% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Physical | +25% |
| Fire | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 57 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 23 |
| Physical Save | 48 |
| Spell Save | 18 |
| Mental Save | 53 |
Defense: Resistances
| Lightning | + 62%( 70%) |
| Light | + 62%( 70%) |
| Darkness | + 45%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 29%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Confusion Resistance | 54% |
| Pinning Resistance | 34% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength 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 124% efficiency and cooldown mod of 53%. Its effects scale with your Willpower 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 196% efficiency and cooldown mod of 82%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Nerorialle the red crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by Isubreba the skeleton archer. Escort: worried loremaster (level 3 of Dreadfell) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of greater demon bile. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eilinobeth the Flashgasher (20 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +2 Con ----- def ----- Armour +5 Defense +20 (+6 eff.) Fatigue +2% Resists +6% lightning Phys.save +9 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | arcing pouch of stralite shots of accuracy (18/18, 46-55 power, 5 apr) 3.0 T4 shot ammo [Ego] Arcane/Master Power 46.0 - 55.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +5 Crit +5.5% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: ---------- misc Talents +3 Botanical Shell Shots are used with slings to pummel your foes to death. |
| Light source | Gorabar the Eclipsewind 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +15% darkness Melee Ret 4 nature ----- def ----- Resists +6% darkness Mind.save +3 (+1 eff.) Die.at -40.00 life Max.HP +60.00 ---------- misc Infravis +6 See.Invis +6 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 | Strikewhisper (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature While equipped: Stats +2 Str +3 Dex +11 Cun +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +25% fire ----- def ----- Armour +3 Fatigue +3% Resists +14% light +13% darkness Mind.save +12 (+4 eff.) ---------- misc Stam/ret +1.50 Equi/ret +0.70 A hat made of leather. Very stylish. |
| On hands | Beryrim the dwarven-steel gauntlets (24 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +11 (+4 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Armour +3 Defense +24 (+7 eff.) Fatigue +3% Resists +2% physical Phys.save +8 (+3 eff.) Disarm- +80% ---------- misc Talents +3 Iron Grip 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 | steel torque of psionic shield 'Blazeobsidian' [power 45] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +25% physical Apr +4 ---------- misc Stam/turn +2.00 Light +3 Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tainthue0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +10 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+4 eff.) Dmg.mod +13% light Res.pen +5% nature ----- def ----- Armour +15 Resists +26% light Mind.save +11 (+3 eff.) Confus- +34% Rings make your fingers look great! |
| On fingers | Freezecrack0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun +8 Con dps ---------- Res.pen +25% cold ----- def ----- Defense +10 (+3 eff.) ---------- misc Light +3 See.Invis +9 Rings make your fingers look great! |
| Around neck | grounding gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +17% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | Tinkerer's Twinblaster 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Against +28% Undead +28% Demon +28% Horror Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | rough leather belt 'Xanoriawe'1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +4 Resists +6% blight Die.at -40.00 life Confus- +10% ---------- misc Mana/turn +0.16 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | reinforced stralite shield of the stars (0 def, 12 armour, 45-54 power, 189 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 45.0 - 54.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +189 Melee+ +14 light +15 darkness While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +12 Fatigue +8% Resists +14% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of implacability (3 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +4 (+2 eff.) Apr +5 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nyzilarath (10 def, 15 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str +5 Dex +5 Cun dps ---------- Dmg.mod +15% mind ----- def ----- Armour +15 Defense +10 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: 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. |
2 schematic: Antimagic 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: 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. |
3 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. |
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. |
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. |
schematic: Explosive 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: 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. |
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. |
schematic: Flare 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: 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. |
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. |
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. |
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. |
schematic: Kinetic Stabiliser0.1 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: 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. |
schematic: Mana Coil0.1 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: Moss Tread0.1 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: 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. |
schematic: Power Distributor0.1 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: 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: 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: 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. |
2 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. |
2 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: Waterproof 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 271 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
restful stralite amulet of magic (+4)0.1 T4 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% acid Acc +4 (+2 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
Stormusher0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Resists +18% lightning Mind.save +12 (+4 eff.) Max.HP +27.00 Disarm- +28% Pinning- +30% Knockbk- +26% ---------- misc Infravis +2 Rings make your fingers look great! |
voratun amber ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Melee+ 26 light Ranged+ 21 light Dmg.mod +17% light +8% all Rings make your fingers look great! |
Sootusher (19/19, 39-47 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 19 Ranged+ +20 darkness On Hit.r1 +16 darkness On Crit.r2 +20 darkness On Hit: * 20% chance to reduce all saves and defense by 24 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots (22/22, 42-50 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 22 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of corruption (21/21, 36-44 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 On Hit: 20% Curse of Defenselessness 3 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
reinforced dwarven-steel shield of the stars (0 def, 9 armour, 32-39 power, 102.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +102 Melee+ +12 light +12 darkness While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +9 Fatigue +8% Resists +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced stralite shield of the stars (0 def, 16 armour, 44-52 power, 192.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +192 Melee+ +10 light +13 darkness While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +14% light +17% darkness ----- def ----- Armour +16 Fatigue +8% Resists +11% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 45.07 to 56.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+12 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
rough leather belt 'Brenomazor'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +3 (+2 eff.) Apr +4 ----- def ----- Resists +3% blight Phys.save +6 (+2 eff.) Knockbk- +20% A belt that goes around your waist. |
insulating hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +7 Lck ----- def ----- Resists +7% fire +8% cold Stealth +8 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
linen cloak 'Glarebreaker' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +1% ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Max.hate +2.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Berildil' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% acid Acc +15 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +14% acid +7% fire +6% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Freezefiend the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +25% darkness +18% cold Res.pen +16% darkness ----- def ----- Defense +3 (+1 eff.) Resists +23% darkness Crit.chn- 15.00% Mind.save +15 (+5 eff.) Stealth +20 ---------- misc Hate/m.crit +3.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 153.86 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Dairytir the Woepiercer (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% darkness Res.pen +5% lightning Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +12% fire +9% darkness Spell.save +9 (+5 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. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 24 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 72 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Sunstreak the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% light Res.pen +5% arcane Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +5% arcane +6% light A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 33.80 fire and 33.80 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
10 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
6 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
132 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Aremina0.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +5 Wil +7 Mag dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +8 (+3 eff.) Spell.pwr +9 (+6 eff.) Dmg.mod +10% light ----- def ----- Armour +4 Resists +15% lightning +14% darkness +9% light Affinity +5% light Mind.save +6 (+2 eff.) ---------- misc Light +10 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 84.11 light damage. At talent level 3 you gain 14% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern1.0 T5 lite [Ego+] Master While equipped: ----- def ----- Blind- +28% Confus- +14% ---------- misc Light +9 See.Stealth +12 See.Invis +19 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 148 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 208] powerful pain suppressor salve [power 208]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -208 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. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
iron torque of psionic shield 'Vorothra' [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% mind Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Eeeav the Cornac Annihilator level 16
73rd Haze 122nd year of Ascendancy at 14:35 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Eeeav the Cornac Annihilator level 16
59th Haze 122nd year of Ascendancy at 10:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Eeeav the Cornac Annihilator level 20
6th Regrowth 123rd year of Ascendancy at 20:52 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eeeav the Cornac Annihilator level 32
7th Flare 123rd year of Ascendancy at 22:04 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 Eeeav the Cornac Annihilator level 21
8th Regrowth 123rd year of Ascendancy at 05:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eeeav the Cornac Annihilator level 10
2nd Haze 122nd year of Ascendancy at 17:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Eeeav the Cornac Annihilator level 20
3rd Regrowth 123rd year of Ascendancy at 03:29 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Eeeav the Cornac Annihilator level 30
49th Pyre 123rd year of Ascendancy at 14:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Eeeav the Cornac Annihilator level 23
54th Regrowth 123rd year of Ascendancy at 08:48 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Eeeav the Cornac Annihilator level 26
29th Pyre 123rd year of Ascendancy at 22:35 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Eeeav the Cornac Annihilator level 32
4th Dusk 123rd year of Ascendancy at 03:52 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eeeav the Cornac Annihilator level 7
77th Dusk 122nd year of Ascendancy at 23:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Eeeav the Cornac Annihilator level 31
74th Pyre 123rd year of Ascendancy at 12:33 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Eeeav the Cornac Annihilator level 26
28th Pyre 123rd year of Ascendancy at 11:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Eeeav the Cornac Annihilator level 17
76th Haze 122nd year of Ascendancy at 08:00 see stats
Log
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Mecharachnid (servant of Eeeav) for (25 lightning web), 0 acid (0 total damage).
Wretchling's acid area effect hits Eeeav for (30 lightning web), (0 exoskeleton), 0 acid (0 total damage).
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Eeeav for (79 lightning web), (0 exoskeleton), 0 acid (0 total damage).
Venom wyrm's corrosive acid area effect hits Mecharachnid (servant of Eeeav) for (66 lightning web), 0 acid (0 total damage).
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Mecharachnid (servant of Eeeav) for (25 lightning web), 0 acid (0 total damage).
Wretchling's acid area effect hits Eeeav for (30 lightning web), (0 exoskeleton), 0 acid (0 total damage).
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Mecharachnid (servant of Eeeav) for (21 lightning web), 0 acid (0 total damage).
Wretchling's acid area effect hits Eeeav for (25 lightning web), (0 exoskeleton), 0 acid (0 total damage).
Mecharachnid (servant of Eeeav) fails to disarm a trap (ice blast trap).
A bolt of ice blasts onto mecharachnid (servant of Eeeav)!
Ice blast trap hits Mecharachnid (servant of Eeeav) for (72 lightning web), 0 cold (0 total damage).
Character control switched to mecharachnid (servant of Eeeav).
Mecharachnid (servant of Eeeav) rearms.
Acid Splash from Wretchling hits Eeeav for (9 exoskeleton), 9 acid (9 total damage).
Epidemic from Worm that walks hits Eeeav for (13 exoskeleton), 63 blight (63 total damage).
Worm Rot from Worm that walks hits Eeeav for (57 lightning web), (0 exoskeleton), 0 blight, (51 lightning web), (0 exoskeleton), 0 acid (0 total damage).
Acid Splash from Wretchling hits mecharachnid (servant of Eeeav) for (15 lightning web), 0 acid (0 total damage).
Worm Rot from Worm that walks killed Eeeav!
Mecharachnid (servant of Eeeav) is dazed!
Wretchling hits mecharachnid (servant of Eeeav) for 38 acid damage.
Melee retaliation hits Wretchling for 0 acid damage.
Mecharachnid (servant of Eeeav) uses Self-destruction.
Character control switched to Eeeav.


























































































































