Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Brawler combo displayer 1.7.4Displays combo point icon when you get it. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Select your Escorts 1.7.0Allows 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. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Reaver |
Level / Exp | 25 / 15% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 24 on the 52nd Regrowth 123rd year of Ascendancy at 07:30 5 / 2Killed by Bethara the giant fire ant at level 25 on the 53rd Regrowth 123rd year of Ascendancy at 09:28 |
Primary Stats
Strength | 23 (base 16) |
Dexterity | 48 (base 43) |
Constitution | 17 (base 10) |
Magic | 63 (base 55) |
Willpower | 16 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -187/553 |
Mana | 0/159 |
Steam | 100/100 |
Vim | 40/63 |
Healing Factor | 1.0629415192739 |
Regeneration | 6.6433844954619 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Stealth | 19.569912705255 |
Offense: Mainhand
Damage | 91 |
Accuracy | 45 |
Crit Chance | 7% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 45 |
Crit Chance | 8% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +48% |
Arcane | +17% |
Cold | +3% |
All | 0% |
Darkness | +3% |
Light | +3% |
Temporal | +23% |
Fire | +3% |
Physical | +11% |
Offense: Damage Penetration
Acid | +10% |
Blight | +10% |
Arcane | +5% |
Cold | +20% |
Light | +15% |
Temporal | +7% |
Physical | +8% |
Fire | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 41.118923482574 (49.007671158813%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 55%( 70%) |
Cold | + 65%( 70%) |
All | + 50%( 70%) |
Lightning | + 53%( 70%) |
Light | + 58%( 70%) |
Temporal | + 53%( 70%) |
Physical | + 60%( 70%) |
Darkness | + 53%( 70%) |
Fire | + 61%( 70%) |
Mind | + 53%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Disarm Resistance | 80% |
Stun Resistance | 61% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
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 206 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 57 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Premonition |
talent | Blood Vengeance |
talent | Infestation |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | Reduces fire damage received by 17%. Premonition Shield |
beneficial effect | The target is out of phase with reality, increasing defense by 39, resist all by 39%, and reducing the duration of detrimental timed effects by 30%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target is poisoned, taking 215.56 nature damage per turn. Poison |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xerokira the midge swarm. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 | pair of iron boots 'Chalurondur' (0 def, 3 armour) pair of iron boots 'Chalurondur' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Res.pen +10% mind +10% acid ----- def ----- Armour +3 Fatigue +2% Resists +6% temporal Cut- +10% Silence- +21% Confus- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Tideclash the brass lantern Tideclash the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee Ret 2 cold ----- def ----- Mind.save +9 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 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 | iron helm 'Falyntir' (0 def, 3 armour) iron helm 'Falyntir' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +1 Wil dps ---------- Mind.crit +3% Phys.pwr +10 (+3 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +5% Resists +5% acid +6% fire +6% cold +5% lightning Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Brodigar' (0 def, 1 armour) iron gauntlets 'Brodigar' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +7% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% light Die.at -80.00 life HP.reg +4.00 Blind- +20% Disease- +10% Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Flarerip [power 182] (18/20 cooldown) Flarerip [power 182] (18/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% blight +25% fire Melee Ret 10 fire ----- def ----- Resists +24% cold ---------- misc Wards +4 acid +3 darkness +3 arcane +3 lightning Talents +1 Ward Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Urthutar' steel ring 'Urthutar'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Str dps ---------- Dmg.mod +10% blight +3% arcane Res.pen +5% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +10% blight +5% arcane Rings make your fingers look great! |
On fingers | copper ring 'Poruvena' copper ring 'Poruvena'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight +5% arcane +6% darkness Die.at -20.00 life HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | short ash vilestaff of illumination (15-18 power, 3 apr, blight element) short ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +7 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Camurain the rough leather belt Camurain the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+2 eff.) Resists +6% mind Spell.save +12 (+6 eff.) Mind.save +3 (+2 eff.) Stealth +5 Max.HP +60.00 Stun/Frz- +20% A belt that goes around your waist. |
In off hand | plaguebringer's dwarven-steel waraxe of massacre (28-40 power, 4 apr) plaguebringer's dwarven-steel waraxe of massacre (28-40 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 28.5 - 39.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +15% One-handed war axes. |
Cloak | Grinudrarion the Lightwake (2 def, 0 armour) Grinudrarion the Lightwake (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% fire Res.pen +15% light Melee Ret 6 fire ----- def ----- Defense +2 (+0 eff.) Resists +12% light Phys.save +10 (+5 eff.) Mind.save +7 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hazeparry the cashmere robe (0 def, 12 armour) Hazeparry the cashmere robe (0 def, 12 armour) 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +23% temporal +23% blight +3% cold +14% arcane +11% physical Res.pen +7% temporal +20% cold +8% physical Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Resists +23% blight +11% all Anom.red +10 ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 80% / cooldown 51%) medical injector implant (efficiency 80% / cooldown 51%)0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 130% / cooldown 64%) medical injector implant of the duelist (efficiency 130% / cooldown 64%)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 130% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 70; cd 11) healing infusion of the sneak (heal 70; cd 11)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 instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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. |
Prismatic Rune (6 turns; lightning, physical, light, arcane) Prismatic Rune (6 turns; lightning, physical, light, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 light, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Zerorig Zerorig0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Mag dps ---------- Dmg.mod +6% blight ----- def ----- Blind- +19% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +20.00 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
vitalizing steel amulet vitalizing steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +32.00 HP.reg +4.00 Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +9 Mag +4 Wil +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +18 (+6 eff.) Mind.pwr +6 (+5 eff.) S.pwr/crit +4 Res.pen +10% arcane ----- def ----- Resists +6% cold ---------- misc Mana/turn +0.04 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? |
Bloodcaller Bloodcaller0.1 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. |
Woetaint (32-48 power, 2 apr) Woetaint (32-48 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 32.0 - 48.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 darkness +20 mind On Hit: * 20% chance to reduce all saves and defense by 11 While equipped: Stats +2 Con ----- def ----- Resists +14% acid +6% darkness +14% lightning +16% fire +16% cold +9% all Spell.save +13 (+7 eff.) ---------- misc Infravis +3 Massive two-handed mauls. |
flaming iron greatsword (17-27 power, 1 apr) flaming iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.0 - 27.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
truestriking dwarven-steel longsword of massacre (31-43 power, 4 apr) truestriking dwarven-steel longsword of massacre (31-43 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 31.0 - 43.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
Beluldawe (15-21 power, 3 apr) Beluldawe (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Apr +8 ----- def ----- Defense +5 (+1 eff.) Resists +6% temporal HP.reg +4.00 Pinning- +20% Stun/Frz- +10% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
Gunezor the Searmaster (13-18 power, 2 apr) Gunezor the Searmaster (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% acid Phys.save +3 (+1 eff.) Die.at -60.00 life One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Ulfatogas the Taintbolt (10-14 power, 2 apr) Ulfatogas the Taintbolt (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.0 - 14.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Crit.r2 +16 mind +8 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +10% nature One-handed war axes. |
Cyressra the steel waraxe (14-20 power, 3 apr) Cyressra the steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Wil +8 Con dps ---------- Acc +10 (+4 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% nature +9% blight Die.at -40.00 life Max.HP +34.00 One-handed war axes. |
steel dagger 'Aeryldara' (12-15 power, 6 apr) steel dagger 'Aeryldara' (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 * Create an explosion dealing 83 lightning damage (1/turn) While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +8% lightning Res.pen +9% lightning +6% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) Disease- +13% Sharp, short and deadly. |
manaburning dwarven-steel steamsaw of shearing (18-27 power, 0 apr) manaburning dwarven-steel steamsaw of shearing (18-27 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Disrupt/Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Hit: * 13 arcane resource burn Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +9 (+3 eff.) Apr +5 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced dwarven-steel steamsaw of evisceration (20-31 power, 0 apr) reinforced dwarven-steel steamsaw of evisceration (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +5 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel shield of resistance (0 def, 4 armour, 40.5 block) steel shield of resistance (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +7% fire +6% cold +5% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Striketrial the linen robe (0 def, 0 armour) Striketrial the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- S.pwr/crit +6 Dmg.mod +11% lightning Melee Ret 8 lightning ----- def ----- Resists +16% lightning +7% all ---------- misc Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duathelflash the cashmere robe (0 def, 0 armour) Duathelflash the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Mag +5 Wil +4 Con dps ---------- Dmg.mod +13% nature +16% fire Res.pen +20% darkness ----- def ----- Resists +6% acid +6% lightning +27% fire +5% arcane +11% all Spell.save +6 (+3 eff.) Poison- +38% Disease- +35% ---------- misc Mana/turn +0.21 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layetha the hardened leather armour (9 def, 6 armour) Layetha the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 6 blight ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +22% fire +7% physical Phys.save +16 (+8 eff.) Max.HP +29.00 ---------- misc Max.mana +60.00 A suit of armour made of leather. |
radiant dwarven-steel mail armour of acid resistance (3 def, 8 armour) radiant dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +14% blight +14% darkness +20% acid ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of the deep (3 def, 11 armour) rejuvenating dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+0 eff.) Fatigue +12% Resists +8% acid +7% cold HP.reg +2.90 ---------- misc Stam/turn +0.60 Breathe water A suit of armour made of mail. |
Hettytar (1 def, 7 armour) Hettytar (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +3% light +11% cold Phys.save +3 (+1 eff.) Max.HP +20.00 Confus- +10% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +13 (+7 eff.) A pair of boots made of leather. |
Stormusher the hardened leather gloves (0 def, 2 armour) Stormusher the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Str +3 Wil +1 Cun dps ---------- Res.pen +10% darkness ----- def ----- Armour +2 Resists +9% lightning HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Light +3 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. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 10 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light 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. |
scouring dwarven-steel gauntlets (0 def, 2 armour) scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 26 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +13 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bethira the iron helm (0 def, 3 armour) =wa= Bethira the iron helm (0 def, 3 armour) =wa=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+9 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Mind.save +18 (+9 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
382 alchemist agate 382 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 36 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Reaver the Doomelf Reaver level 12
8th Flare 122nd year of Ascendancy at 22:58 see stats
By Reaver the Doomelf Reaver level 22
72nd Dusk 122nd year of Ascendancy at 02:35 see stats
By Reaver the Doomelf Reaver level 6
78th Pyre 122nd year of Ascendancy at 03:56 see stats
By Reaver the Doomelf Reaver level 10
10th Mirth 122nd year of Ascendancy at 12:07 see stats
By Reaver the Doomelf Reaver level 20
56th Dusk 122nd year of Ascendancy at 02:49 see stats
By Reaver the Doomelf Reaver level 24
74th Dusk 122nd year of Ascendancy at 18:47 see stats
By Reaver the Doomelf Reaver level 24
6th Haze 122nd year of Ascendancy at 07:37 see stats
By Reaver the Doomelf Reaver level 24
51st Regrowth 123rd year of Ascendancy at 15:17 see stats
By Reaver the Doomelf Reaver level 10
1st Summertide 122nd year of Ascendancy at 14:19 see stats
By Reaver the Doomelf Reaver level 9
9th Mirth 122nd year of Ascendancy at 06:27 see stats
By Reaver the Doomelf Reaver level 16
27th Dusk 122nd year of Ascendancy at 11:59 see stats
By Reaver the Doomelf Reaver level 15
16th Dusk 122nd year of Ascendancy at 06:21 see stats
Log
Poison from Bethara the giant fire ant hits Carrion worm mass for (2 absorbed), 68 nature (68 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Your shield crumbles under the damage!
The shield around Reaver crumbles.
Reaver speeds up.
Talent Virulent Disease is ready to use.
Talent Bone Grab is ready to use.
Poison from Bethara the giant fire ant hits Reaver for (32 absorbed), 67 nature (67 total damage).
Bethara the giant fire ant's healing nature area effect hits Carrion worm mass for 31 nature damage.
Bethara the giant fire ant's healing nature area effect hits Carrion worm mass for (31 absorbed), 0 nature (0 total damage).
Bethara the giant fire ant's healing nature area effect hits Carrion worm mass for (31 absorbed), 0 nature (0 total damage).
Bethara the giant fire ant's manaburn arcane area effect hits Bethara the giant fire ant for 0 arcane damage.
Bethara the giant fire ant's manaburn arcane area effect hits Carrion worm mass for 0 arcane damage.
Bethara the giant fire ant's manaburn arcane area effect hits Carrion worm mass for 0 arcane damage.
Bethara the giant fire ant receives 20 healing from Carrion worm mass.
Carrion worm mass's wormblight area effect hits Bethara the giant fire ant for (10 antimagic), 0 blight (0 total damage).
Carrion worm mass's wormblight area effect hits Bethara the giant fire ant for (10 antimagic), 0 blight (0 total damage).
Bethara the giant fire ant receives 20 healing from Something.
Carrion worm mass bites blight poison into giant lightning ant.
Bethara the giant fire ant's healing nature area effect killed Carrion worm mass!
Carrion worm mass hits Something for 10 physical, 12 blight (22 total damage).
Bethara the giant fire ant is free from the epidemic.
Bethara the giant fire ant is no longer pinned.
Your corruption explodes around treant!
Weakness Disease from Reaver hits Bethara the giant fire ant for (26 antimagic), 0 blight (0 total damage).
Bethara the giant fire ant spits flames!
Bethara the giant fire ant hits Something for 94 fire damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
The powerful blow energizes Reaver reducing their cooldowns!