










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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. 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage (Technomancer) |
| Level / Exp | 25 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 38th Dusk 122nd year of Ascendancy at 04:11 2 / 4Killed by snow giant boulder thrower at level 25 on the 61st Haze 122nd year of Ascendancy at 15:32 Killed by elven corruptor at level 25 on the 66th Haze 122nd year of Ascendancy at 05:39 Killed by Velyth the elven guard at level 25 on the 66th Haze 122nd year of Ascendancy at 07:19 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 39 (base 24) |
| Magic | 54 (base 48) |
| Willpower | 50 (base 33) |
| Cunning | 42 (base 22) |
Resources
| Life | 413/413 |
| Mana | 541/541 |
| Steam | 52/100 |
| Healing Factor | 1.216254336803 |
| Regeneration | 0.30406358420076 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 16 |
| Crit Chance | 35% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Physical | +6% |
| Blight | +9% |
| Arcane | +51% |
| Mind | +30% |
| Nature | +20% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +5% |
| Mind | +10% |
| Physical | +13% |
Defense: Base
| Armour (hardiness) | 33 (65.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 38 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 19%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 27%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 72 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (61 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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 bloated horror heart. * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Agrimley 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. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glintpride (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+3 eff.) Dmg.mod +9% blight Res.pen +10% blight +8% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% light Stealth +4 ---------- misc Mana/turn +0.24 Max.mana +60.00 Talents +2 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern of illusion1.0 T1 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Phys.save +11 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+5 eff.) ---------- 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 | Arimabar the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Dex +2 Mag +12 Cun dps ---------- Dmg.mod +11% arcane On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Defense +1 (+1 eff.) Crit.chn- 5.00% Mind.save +9 (+4 eff.) ---------- misc Max.mana +13.00 A pointy cloth hat, very wizardly... |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+5 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 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | warrior's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +4 Resists +12% arcane Rings make your fingers look great! |
| On fingers | warrior's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +4 Resists +20% acid Rings make your fingers look great! |
| Around waist | Hazevein the rough leather belt 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +5 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +6 Defense +20 (+7 eff.) Fatigue -4% Resists +3% cold ---------- misc Max.enc +10 Create a temporary shield that absorbs 176 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | Amaharakhad the elven-wood magestaff (25-30 power, 17 apr, arcane element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +17 Crit +16.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +9 (+5 eff.) Spell.pwr +27 (+7 eff.) Dmg.mod +15% mind +25% arcane Res.pen +5% mind +5% arcane Acc +9 (+6 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 91.69 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +70% ---------- misc Talents +2 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) ---------- misc Talents +3 Arcane Dynamo This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Hudurand the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +4 Cun +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +12% darkness Blind- +22% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 84% / cooldown 77%)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 84% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 121% / cooldown 51%)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 121% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the duelist (res 18%; magical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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; fire, physical, nature, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 fire, 3 physical, 3 nature, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 350.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 62; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 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 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 74; cd 20)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 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 74 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 200; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 200 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 206; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 206 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
grounding copper amulet of mastery (0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
stabilizing copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +24% Amulets make your neck look great! |
Erelobers0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Phys.crit +1.0% Phys.pwr +11 (+6 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Res.pen +15% arcane +10% physical ----- def ----- Defense +15 (+5 eff.) Phys.save +3 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+4 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
marksman's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% nature Acc +4 (+3 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Acc +4 (+3 eff.) Rings make your fingers look great! |
mule's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
savior's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +27.00 Disarm- +23% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
wizard's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
wizard's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Spell.save +6 (+3 eff.) Rings make your fingers look great! |
blazebringer's stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +23 fire While equipped: dps ---------- All.spd +1% Res.pen +9% fire Sharp, long, and deadly. |
quick stralite mace (40-55 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+8 eff.) Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
honing pulsing mindstar of nightfall (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +8% darkness +2% physical Res.pen +9% darkness +4% physical ----- def ----- Resists +11% darkness +5% physical Blind- +20% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
enhanced stralite waraxe of vileness (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Nature Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +7 Str +7 Dex +6 Mag +6 Wil +6 Cun +9 Con One-handed war axes. |
Belyna the Coalmoon1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +8 (+4 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Phys.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +5 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Cystrazor'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +7 Wil +3 Con dps ---------- Res.pen +10% nature ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Light +1 A belt that goes around your waist. |
Emelirita the Shimmersorrow (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Defense +7 (+3 eff.) Resists +3% acid +18% cold +3% mind Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 112.28 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Velaramina' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Defense +7 (+3 eff.) Resists +6% light +9% cold Phys.save +6 (+3 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shinetide (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +9% physical +6% light +10% cold +18% mind Res.pen +5% mind +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +6% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +10% light ----- def ----- Resists +15% light +7% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of lightning (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +6% light +10% darkness ----- def ----- Resists +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +10% lightning +8% physical +8% cold ----- def ----- Resists +8% lightning +7% cold +10% blight +11% all Max.HP +60.00 HP.reg +1.80 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armeyon the Winterseam (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% cold Melee Ret 2 nature 2 cold On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Frozenhunger the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% cold Melee Ret 2 cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +5% fire +5% arcane +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glareknight (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +3.0% Res.pen +20% blight +10% light ----- def ----- Armour +3 Resists +10% fire +7% cold Spell.save +3 (+2 eff.) A pair of boots made of leather. |
Xebretta the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Spell.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +1 A pair of boots made of leather. |
pair of hardened leather boots 'Noondream' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% cold ----- def ----- Armour +3 Resists +12% lightning +6% light +3% darkness +7% cold +5% arcane +8% fire A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Aerasessra the cashmere wizard hat (2 def, 8 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+15 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +8% nature +7% blight A pointy cloth hat, very wizardly... |
Dagasta the Galeschism (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% lightning +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Pitchspire (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Mag dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Dmg.mod +14% lightning Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Resists +21% lightning A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +8% acid +6% cold HP.reg +2.70 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
storming quiver of elven-wood arrows of annihilation (22/22, 53-74 power, 25 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Nature/Master Power 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +7.5% Capacity 22 Proj.spd +200% Ranged+ +24 lightning On Crit.r2 +12 lightning Arrows are used with bows to pierce your foes to death. |
3 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. |
53 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Barykhad the Sleetlace (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +3% cold ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Demongrinder the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Resists +3% lightning +3% nature +12% darkness Phys.save +7 (+3 eff.) Spell.save +3 (+2 eff.) Heal.mod +11% ---------- 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. |
Eclipsebloom the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Wil dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% mind +3% physical On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +1% physical ---------- 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. |
Layemira the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +3% acid +6% darkness +3% all Spell.save +6 (+3 eff.) Silence- +10% Confus- +20% ---------- 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. |
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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 47.23 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude ablative armour0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Crit.chn- 7.00% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Festerlash the elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee Ret 6 nature ----- def ----- Armour +2 Defense +20 (+7 eff.) Resists +3% darkness Confus- +10% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Snowspire the yew wand of clairvoyance [power 11] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% mind +15% cold ----- def ----- Resists +6% lightning +15% mind Reveal the area around you, dispelling darkness (radius 11, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of shielding [power 200] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 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. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Massla the Cornac Archmage level 20
34th Haze 122nd year of Ascendancy at 16:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Massla the Cornac Archmage level 10
1st Mirth 122nd year of Ascendancy at 18:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Massla the Cornac Archmage level 20
1st Time of Equilibrium 122nd year of Ascendancy at 03:27 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Massla the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:23 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Massla the Cornac Archmage level 18
38th Dusk 122nd year of Ascendancy at 07:29 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Massla the Cornac Archmage level 20
1st Time of Equilibrium 122nd year of Ascendancy at 04:06 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Massla the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 09:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Massla the Cornac Archmage level 24
61st Haze 122nd year of Ascendancy at 04:02 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Velyth the elven guard killed Massla!
Saving game...
Resting starts...
Talent Shock is ready to use.
Talent Teleport is ready to use.
Talent Phase Door is ready to use.
Talent Chain Lightning is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Nova is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Healing is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Temporal Shield is ready to use.
Talent Feather Wind is ready to use.
Talent Disruption Shield is ready to use.
Talent Shielding is ready to use.
Talent Thunderstorm is ready to use.
Talent Displacement Shield is ready to use.
Talent Galvanic Arcing is ready to use.
Talent Hurricane is ready to use.
Talent Arcane Shield is ready to use.
Talent Arcane Power is ready to use.
Talent Spellcraft is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Saving done.
















































































































































