











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.0Official 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:
1.6.6 Summmoner Fix 1.6.6 Forbidden Cults 1.6.0Official 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 | Ogre |
Class | Reaver |
Level / Exp | 29 / 32% |
Size | huge |
Lifes / Deaths | Killed by Assassin Lord at level 17 on the 70th Haze 122nd year of Ascendancy at 17:00 0 / 8Killed by Gloryta the giant lightning ant at level 19 on the 5th Regrowth 123rd year of Ascendancy at 20:49 Killed by faerlhing at level 21 on the 24th Regrowth 123rd year of Ascendancy at 10:51 Killed by shadow at level 21 on the 26th Regrowth 123rd year of Ascendancy at 09:46 Killed by Neruwyn the faeros at level 25 on the 51st Regrowth 123rd year of Ascendancy at 17:09 Killed by Belinor the snow giant thunderer at level 25 on the 51st Regrowth 123rd year of Ascendancy at 20:55 Killed by Adiba the luminous horror at level 29 on the 71st Pyre 123rd year of Ascendancy at 13:56 Killed by luminous horror at level 29 on the 71st Pyre 123rd year of Ascendancy at 20:09 |
Primary Stats
Strength | 122 (base 59) |
Dexterity | 15 (base 11) |
Constitution | 23 (base 16) |
Magic | 63 (base 53) |
Willpower | 12 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -146/1011 |
Steam | 100/100 |
Vim | 0/128 |
Healing Factor | 1.3010362694301 |
Regeneration | 6.8304404145078 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +655.7% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 172 |
Accuracy | 49 |
Crit Chance | 36% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 89 |
Accuracy | 49 |
Crit Chance | 38% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Acid | +15% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +10% |
Arcane | +20% |
Mind | +5% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 46.723073231957 (100%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 41 |
Mental Save | 36 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 20%( 70%) |
All | + 4%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 26%( 70%) |
Light | + 18%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 29%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 27% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 509 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 182 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% 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. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Infestation |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
beneficial effect | Moving at extreme speed (646% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Increases crit chance by 20% and critical power by 80%. 4 charge(s). Ogre Fury |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by reaverboi. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +7% lightning +7% temporal +3% nature Spell.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Die.at -20.00 life Max.HP +80.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +3.0% Res.pen +10% temporal Melee Ret 12 fire ----- def ----- Defense +5 (+2 eff.) Resists +6% fire Die.at -60.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +12% light +7% fire +16% lightning +8% cold Mind.save +12 (+5 eff.) Max.HP +20.00 Poison- +10% A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Resists +6% acid Die.at -60.00 life Max.HP +40.00 Heal.mod +15% Disarm- +80% Stun/Frz- +20% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% ----- def ----- Armour +8 Resists +5% arcane +1% physical +6% nature +3% temporal Max.HP +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Resists +3% nature Max.HP +21.00 HP.reg +3.00 Disarm- +22% Pinning- +21% Stun/Frz- +44% Knockbk- +27% ---------- misc Psi/ret +0.16 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% mind Res.pen +10% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +12% mind +3% light Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% cold Res.pen +20% arcane ----- def ----- Armour +2 HP.reg +2.00 Heal.mod +5% Amulets can have magical properties. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +12 cold On Hit: * 20% chance to slow global speed by 44% * 7% chance to reduce strength, dexterity, and constitution by 20 * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +6% nature Disarm- +38% Massive two-handed mauls. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +7.0% Mind.crit +11% Mind.pwr +10 (+4 eff.) ----- def ----- Defense +13 (+6 eff.) Mind.save +18 (+7 eff.) Stealth +5 Max.HP +31.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +9% acid Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% acid +9% cold Disease- +11% Sharp, long, and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Mag +2 Cun +1 Con dps ---------- Dmg.mod +6% acid Acc +18 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +6% darkness Max.HP +44.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Melee+ 10 acid 10 fire Res.pen +5% mind Apr +2 Melee Ret 11 acid 10 fire ----- def ----- Armour +14 Hardiness +20% Fatigue +25% Resists +36% acid +13% fire +7% arcane +1% physical Spell.save +13 (+5 eff.) ---------- misc Equi/ret +0.04 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 94%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 357 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 179 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +1% physical +12% cold Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% lightning +3% darkness Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% fire ----- def ----- Mind.save +6 (+3 eff.) HP.reg +4.00 Confus- +20% Pinning- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +11% lightning +3% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +22% lightning ---------- misc Light +2 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +3% fire +1% physical +20% cold Die.at -60.00 life ---------- misc Max.stam +20.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +5 Dex dps ---------- Melee+ 7 physical Ranged+ 11 physical Acc +7 (+2 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 18 On Hit (Ranged): * 11% chance to reduce all saves and defense by 18 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +12 Wil +14 Con ----- def ----- Max.HP +23.00 Massive two-handed battleaxes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Cun ----- def ----- Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +3 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T1 longsword 1H weapon [Ego++] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Disease- +12% Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Hit.r1 +10 fire On Hit: * Create an explosion dealing 62 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +7% fire +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +4 darkness On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Resists +9% fire One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 darkness +8 light Against +5% Living On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ---------- misc Light +1 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 62 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +11% acid Res.pen +12% acid One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +3% blight Mind.save +7 (+3 eff.) Stun/Frz- +10% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +6% cold +6% fire Mind.save +3 (+1 eff.) Cut- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +14 Defense +1 (+0 eff.) Resists +12% cold +3% darkness +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +14.00% ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 12% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (33 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (59 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue -5% Resists +3% cold Phys.save +6 (+3 eff.) HP.reg +2.00 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +1 Defense +5 (+2 eff.) HP.reg +4.00 Pinning- +20% Knockbk- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% cold Res.pen +15% cold Acc +9 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% fire +25% darkness +6% cold ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 acid Dmg.mod +3% acid +3% cold +3% mind Res.pen +10% mind Acc +7 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Resists +6% acid Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +10 (+3 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +2% Dmg.mod +6% blight +6% arcane +6% darkness Res.pen +5% acid +10% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Res.pen +10% cold ----- def ----- Armour +8 Defense +6 (+3 eff.) Fatigue +3% Resists +5% all +12% cold Phys.save +8 (+4 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% nature Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Fatigue +4% Resists +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +3% temporal +5% light +5% fire +5% nature +4% acid +4% blight +3% cold +6% darkness Shield.pwr +7% HP.reg +3.30 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +12% Resists +5% acid +8% cold Max.HP +57.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +5% light ----- def ----- Armour +5 Hardiness +0% Defense +9 (+4 eff.) Fatigue +7% Resists +5% acid +6% cold +9% light Phys.save +6 (+3 eff.) Max.HP +32.00 HP.reg +4.50 Heal.mod +11% ---------- misc Light +1 Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold +11% light +11% darkness A suit of armour made of leather. |
![]() 7.0 T4 shield armor [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind On shield block: * Cause enemies within radius 6 to bleed for 251 physical damage over 5 turns (1/turn) ----- def ----- Armour +13 Fatigue +8% Resists +10% acid +8% fire +7% cold +11% lightning Mind.save +9 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Fatigue -4% Resists +2% physical Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 52/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 20/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +8.0% Capacity 50 Proj.spd +200% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Heal.mod +15% Disarm- +10% Knockbk- +10% Teleport- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Dex +9 Mag +2 Wil dps ---------- Melee Ret 10 blight ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By reaverboi the Ogre Reaver level 17
15th Haze 122nd year of Ascendancy at 06:16 see stats
By reaverboi the Ogre Reaver level 25
53rd Regrowth 123rd year of Ascendancy at 14:36 see stats
By reaverboi the Ogre Reaver level 22
30th Regrowth 123rd year of Ascendancy at 17:48 see stats
By reaverboi the Ogre Reaver level 10
15th Dusk 122nd year of Ascendancy at 12:22 see stats
By reaverboi the Ogre Reaver level 20
6th Regrowth 123rd year of Ascendancy at 16:59 see stats
By reaverboi the Ogre Reaver level 18
70th Haze 122nd year of Ascendancy at 21:51 see stats
By reaverboi the Ogre Reaver level 12
33rd Dusk 122nd year of Ascendancy at 12:28 see stats
By reaverboi the Ogre Reaver level 8
10th Dusk 122nd year of Ascendancy at 03:43 see stats
By reaverboi the Ogre Reaver level 18
9th Decay 122nd year of Ascendancy at 04:04 see stats
By reaverboi the Ogre Reaver level 26
44th Pyre 123rd year of Ascendancy at 10:55 see stats
By reaverboi the Ogre Reaver level 24
51st Regrowth 123rd year of Ascendancy at 13:12 see stats
By reaverboi the Ogre Reaver level 15
39th Dusk 122nd year of Ascendancy at 00:56 see stats
By reaverboi the Ogre Reaver level 29
71st Pyre 123rd year of Ascendancy at 13:56 see stats
Log
Aeruwen the worm that walks's Channel Staff hits reaverboi for (72 absorbed), 0 blight, 27 healing (0 total damage) [27 healing].
Talent Vitality is ready to use.
Skeleton master archer's Shoot hits reaverboi for (52 absorbed), 0 physical, (10 absorbed), 0 lightning, (19 absorbed), 0 physical (0 total damage).
Aeruwen the worm that walks casts Worm Rot.
Reaverboi resists the worm rot!
Reaverboi casts Worm Walk.
Your shield crumbles under the damage!
The shield around reaverboi crumbles.
Something hits reaverboi for (54 absorbed), 58 light (58 total damage).
Luminous horror's light area effect hits reaverboi for (56 to bones), 0 light (0 total damage).
Aeruwen the worm that walks uses Blindside.
Something misses reaverboi.
Luminous horror casts Firebeam.
Luminous horror hits reaverboi for 28 fire damage.
Luminous horror casts Firebeam.
Luminous horror hits reaverboi for 31 fire damage.
Talent Infusion: Movement is ready to use.
Luminous horror's light area effect hits reaverboi for 56 light damage.
Aeruwen the worm that walks casts Drain.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 54.
reaverboi HEALS from blight damage!
Aeruwen the worm that walks hits reaverboi for 162 blight, 80 healing (162 total damage) [80 healing].
Reaverboi uses Infusion: Movement.
Reaverboi is moving at extreme speed!
Luminous horror casts Searing Light.
Luminous horror's spell attains critical power!
Saving game...