









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! 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.
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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.0This 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 Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Showing Items Tier in Inventory 1.6.0This 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 30 / 61% |
Size | medium |
Lifes / Deaths | Killed by Isevena the corrupted plasmic disruptor at level 30 on the 45th Pyre 123rd year of Ascendancy at 17:40 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 77 (base 60) |
Constitution | 29 (base 10) |
Magic | 73 (base 60) |
Willpower | 25 (base 12) |
Cunning | 17 (base 10) |
Resources
Life | -74/785 |
Paradox | 372 |
Steam | 80/100 |
Healing Factor | 1.143216080402 |
Regeneration | 25.768125261336 |
Speed
Mental | -5.5511151231258E-13% |
Attack | -2.0650148258028E-12% |
Movement | -50% |
Spell | -2.0650148258028E-12% |
Global | +57.95143242147% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 3 |
See Stealth | 21.188581406831 |
See Invisible | 21.188581406831 |
Offense: Mainhand
Damage | 103 |
Accuracy | 63 |
Crit Chance | 45% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Physical | +27% |
Cold | +5% |
All | 0% |
Darkness | +3% |
Light | +11% |
Temporal | +26% |
Fire | +8% |
Mind | +9% |
Offense: Damage Penetration
Darkness | +28% |
Temporal | +24% |
Physical | +11% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 44 (73.536585365854%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 43 |
Mental Save | 41 |
Defense: Resistances
Acid | + 64%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 58%( 70%) |
All | + 29%( 70%) |
Physical | + 41%( 70%) |
Darkness | + 49%( 70%) |
Light | + 40%( 70%) |
Temporal | + 40%( 70%) |
Mind | + 43%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 58%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 498 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Chant of Fortress |
talent | Contingency |
talent | Temporal Hounds |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 36 Slowed by 42% Damage per turn 116 |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target has 22 increased life regeneration. Recovery |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Precognition (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed snow giant kidney. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +12% temporal ----- def ----- Armour +8 Resists +5% acid +15% temporal +14% darkness +5% fire +7% lightning +10% cold Def/telep +15 Res/telep +16% Dur/telep +21% A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 159% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 20 Ranged+ +20 light +24 physical On Crit.r2 +8 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() -1.0 T5 lite [Random Unique] Arcane While equipped: Stats +9 Mag +1 Wil +4 Con dps ---------- Spell.pwr +14 (+4 eff.) Melee Ret 13 fire ----- def ----- Resists +8% fire Crit.dmg- 15.00% ---------- misc Light +9 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +12% acid +9% fire +9% mind Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +7 (+4 eff.) Acc +10 (+2 eff.) Apr +12 ----- def ----- Defense +17 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +11% acid +9% mind Melee Ret 4 nature ----- def ----- Resists +22% acid +9% fire +12% lightning +6% cold Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +12.0% Crit.mult +22.00% Phys.pwr +13 (+6 eff.) ----- def ----- Defense +14 (+3 eff.) Fatigue -12% Resists +3% darkness +5% arcane Phys.save +6 (+2 eff.) Stealth +11 ---------- misc Max.enc +30 A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +80 20% chance of physical repulsion While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +26% temporal +20% physical Res.pen +12% temporal +11% physical Acc +15 (+4 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +120% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +8% acid +7% physical +11% light +5% cold +8% fire Melee Ret 0 physical ----- def ----- Armour +4 Hardiness +20% Fatigue +2% Resists +9% lightning +16% light +10% fire +9% all +10% acid +10% physical +10% cold +11% mind +11% darkness Phys.save +10 (+3 eff.) Spell.save +17 (+5 eff.) Mind.save +24 (+8 eff.) Poison- +10% Teleport- +10% ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil +1 Cun dps ---------- Spell.crit +6% Crit.mult +15.00% Res.pen +5% fire ----- def ----- Armour +5 Defense +18 (+4 eff.) Resists +15% nature +15% cold Phys.save +26 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +24 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Lck +6 Con dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +9 (+2 eff.) Unseen.red 13% Amulets can have magical properties. |
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 165% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 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 132% efficiency and cooldown mod of 60%. 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Cunning 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 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 5 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. Its effects scale with your Cunning 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 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 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +6% light Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Masteries +0.23 Chronomancy/Threaded Combat Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 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 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex +5 Mag dps ---------- Spell.crit +4% Crit.mult +5.00% Dmg.mod +12% darkness Acc +8 (+2 eff.) ----- def ----- Resists +24% darkness +3% nature Silence- +24% ---------- misc Mana/turn +0.13 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% darkness +15% light Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +15% darkness Blind- +28% ---------- misc Light +3 Infravis +4 See.Stealth +11 See.Invis +12 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% temporal +20% mind +30% arcane Res.pen +25% nature +25% temporal ----- def ----- Resists +20% mind +12% temporal Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 134% Range: 1.3x Uses 45% Dex, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Phasing +20% Melee+ +10 nature While equipped: Stats +6 Str +4 Dex +6 Mag +5 Wil +6 Cun +8 Con dps ---------- Spell.pwr +10 (+3 eff.) ---------- misc Mana/turn +0.16 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Mag, 55% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +12 Wil +5 Cun +20 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +74.00 Longbows are used to shoot arrows at your foes. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+7 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +1.20 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +2 Dex +7 Wil +6 Cun dps ---------- Against +40% Summoned On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +13 Defense +10 (+2 eff.) Fatigue +0% Resists +9% blight +10% fire +11% cold D.Red.from +28% Summoned Phys.save +10 (+3 eff.) ---------- misc Max.enc +0 Infravis +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% acid +6% fire +7% cold +12% lightning A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +0% nature +0% cold A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature Acc +22 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +0% cold +3% nature +12% darkness Mind.save +9 (+3 eff.) Max.HP +116.00 Stun/Frz- +20% ---------- 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. |
![]() 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 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 12.52 to 15.65 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. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +15% blight +15% all Max.HP +58.00 HP.reg +4.70 Heal.mod +10% Poison- +48% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +12% cold Res.pen +25% acid ----- def ----- Armour +4 Fatigue +3% Resists +30% lightning Phys.save +14 (+4 eff.) Mind.save +16 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Phys.pwr +10 (+5 eff.) Acc +9 (+2 eff.) Apr +10 ----- def ----- Armour +3 Fatigue +5% Resists +8% blight Phys.save +11 (+3 eff.) Spell.save +21 (+7 eff.) Disarm- +0% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +10% darkness Acc +0 (+0 eff.) Melee Ret 6 darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +15% fire +18% darkness +18% lightning Mind.save +11 (+4 eff.) ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +4% Resists +25% blight +3% mind +6% acid Crit.dmg- 10.00% Mind.save +6 (+2 eff.) Disarm- +10% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +13 Str +10 Wil +6 Con dps ---------- Phys.pwr +12 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +18% acid +14% physical Phys.save +13 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +5 Dex +4 Wil dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% physical Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 45.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 3.0 T5 arrow ammo [Rare] Arcane Power 166% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 24 Phasing +30% Ranged+ +20 blight +20 fire On Crit.r2 +20 arcane +20 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 151% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +17.0% Capacity 20 On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego] Arcane Power 153% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +20 cold Arrows are used with bows to pierce your foes to death. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 48.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 48.62 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +12% arcane +12% temporal Res.pen +15% arcane +10% blight Melee Ret 10 temporal ----- def ----- Resists +7% blight +7% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 9 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% darkness +6% arcane Res.pen +10% arcane ----- def ----- Resists +12% darkness +11% light +6% fire +5% arcane +12% cold Affinity +5% darkness ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 60.88 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Phys.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to reduce fatigue by 33% for 2 turns. 100% to heal for 64. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Apr +4 ----- def ----- Armour +4 Sting an enemy dealing 75 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 34. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 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 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold 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 Jesse Quick the Skeleton Temporal Warden level 17
7th Haze 122nd year of Ascendancy at 17:22 see stats
By Jesse Quick the Skeleton Temporal Warden level 13
56th Dusk 122nd year of Ascendancy at 22:43 see stats
By Jesse Quick the Skeleton Temporal Warden level 22
58th Haze 122nd year of Ascendancy at 00:56 see stats
By Jesse Quick the Skeleton Temporal Warden level 21
44th Haze 122nd year of Ascendancy at 10:14 see stats
By Jesse Quick the Skeleton Temporal Warden level 23
60th Haze 122nd year of Ascendancy at 01:53 see stats
By Jesse Quick the Skeleton Temporal Warden level 10
3rd Dusk 122nd year of Ascendancy at 21:38 see stats
By Jesse Quick the Skeleton Temporal Warden level 20
34th Haze 122nd year of Ascendancy at 12:55 see stats
By Jesse Quick the Skeleton Temporal Warden level 30
39th Pyre 123rd year of Ascendancy at 22:36 see stats
By Jesse Quick the Skeleton Temporal Warden level 23
60th Haze 122nd year of Ascendancy at 01:53 see stats
By Jesse Quick the Skeleton Temporal Warden level 13
61st Dusk 122nd year of Ascendancy at 06:04 see stats
By Jesse Quick the Skeleton Temporal Warden level 11
24th Dusk 122nd year of Ascendancy at 16:14 see stats
By Jesse Quick the Skeleton Temporal Warden level 16
78th Dusk 122nd year of Ascendancy at 04:14 see stats
By Jesse Quick the Skeleton Temporal Warden level 16
76th Dusk 122nd year of Ascendancy at 03:57 see stats
By Jesse Quick the Skeleton Temporal Warden level 24
15th Regrowth 123rd year of Ascendancy at 12:44 see stats
By Jesse Quick the Skeleton Temporal Warden level 23
58th Haze 122nd year of Ascendancy at 19:01 see stats
By Jesse Quick the Skeleton Temporal Warden level 15
70th Dusk 122nd year of Ascendancy at 21:21 see stats
Log
Temporal hound stops regenerating health quickly.
Temporal hound slows down.
Temporal hound is no longer out of phase.
Isevena the corrupted plasmic disruptor uses Clinch.
Jesse Quick is no longer out of phase.
Your summoned Jesse Quick's temporal clone disappears.
Temporal hound stops regenerating health quickly.
Temporal hound slows down.
Temporal hound is no longer out of phase.
Isevena the corrupted plasmic disruptor hits Jesse Quick's temporal clone for (14 shared), (0 shared) (14 total damage).
Isevena the corrupted plasmic disruptor hits Jesse Quick for 46 physical, 1 darkness (47 total damage).
Grappled from Isevena the corrupted plasmic disruptor hits Jesse Quick's temporal clone for (11 shared) damage.
Grappled from Isevena the corrupted plasmic disruptor hits Jesse Quick for 37 physical damage.
Melee retaliation hits Isevena the corrupted plasmic disruptor for (5 flat reduction), 0 fire, (1 flat reduction), 0 nature (0 total damage).
Temporal hound misses Isevena the corrupted plasmic disruptor.
Grappled from Isevena the corrupted plasmic disruptor killed Jesse Quick's temporal clone!
Temporal hound misses Isevena the corrupted plasmic disruptor.
Acid Splash from Jesse Quick's temporal clone hits Isevena the corrupted plasmic disruptor for (12 flat reduction), 0 acid (0 total damage).
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Temporal hound misses Isevena the corrupted plasmic disruptor.
Isevena the corrupted plasmic disruptor throws two quick punches.
Your Contingency has failed to cast Rune: Shielding!
Your Contingency has failed to cast Rune: Shielding!
Isevena the corrupted plasmic disruptor performs a melee critical strike against Jesse Quick!
Your Contingency has failed to cast Rune: Shielding!
Saving game...