

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.2This 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 31 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 8 on the 3rd Mirth 122nd year of Ascendancy at 02:15 0 / 8Killed by Arolrawen the fox at level 14 on the 10th Dusk 122nd year of Ascendancy at 11:49 Killed by Betyth the giant acid ant at level 22 on the 78th Haze 122nd year of Ascendancy at 23:05 Killed by Emelowe the hornet swarm at level 22 on the 79th Haze 122nd year of Ascendancy at 07:23 Killed by Gliribeth the mean looking elven guard at level 25 on the 15th Regrowth 123rd year of Ascendancy at 22:30 Killed by Xisetta the eternal bone giant at level 29 on the 74th Regrowth 123rd year of Ascendancy at 18:40 Killed by Nereldabeth the corrupted protosentient globula at level 31 on the 4th Pyre 123rd year of Ascendancy at 16:51 Killed by shadow at level 31 on the 4th Pyre 123rd year of Ascendancy at 17:09 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 54 (base 50) |
| Constitution | 26 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 32 (base 26) |
| Cunning | 54 (base 50) |
Resources
| Life | -303/677 |
| Steam | 98/100 |
| Equilibrium | 0 |
| Psi | 85/122 |
| Healing Factor | 1.5516586254955 |
| Regeneration | 32.196916479032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 60 |
| Crit Chance | 31% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 53 |
| Crit Chance | 33% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +10% |
| Arcane | +6% |
| Cold | +6% |
| All | 0% |
| Lightning | +11% |
| Light | +26% |
| Temporal | +10% |
| Physical | +17% |
| Darkness | +3% |
| Nature | +21% |
Offense: Damage Penetration
| Lightning | +12% |
| Temporal | +5% |
| Physical | +8% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (57.155997060385%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 33%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 44%( 70%) |
| Physical | + 41%( 70%) |
| Lightning | + 59%( 70%) |
| Mind | + 36%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 58%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by multi-hued drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of elder vampire blood. 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 giant spider spinneret. * You've found the needed sandworm tooth. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 honey tree root. * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Sleetwisp the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% physical Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Armour +1 Resists +7% lightning +6% temporal +9% cold Die.at -60.00 life ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | Wind Worn Shot (3/25, 39-47 power, 15 apr) 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +3 Explosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | 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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Elanor the Frozensmash (1 def, 2 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% blight +6% cold ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +10% blight +3% temporal +6% acid Die.at -60.00 life Disease- +10% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | Emelyrimina (0 def, 2 armour) 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 11 light Dmg.mod +6% acid +3% temporal +5% light On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +2 Resists +7% light +15% temporal Disarm- +90% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 12 light Ranged+ 14 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | Belithra0.1 T4 ring jewelry [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +15% nature +17% acid Phasing +20% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +30% nature +34% acid Max.HP +64.00 HP.reg +13.00 Heal.mod +14% ---------- misc Max.mana +60.00 Rings make your fingers look great! |
| Around neck | 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 | warden's voratun steamgun of true flight 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Phys.crit +7.0% Dmg.mod +7% temporal +8% physical Res.pen +5% temporal +8% physical Acc +8 (+2 eff.) ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Voidpiercer the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Defense +10 (+3 eff.) Stealth +6 Die.at -80.00 life Blind- +20% Confus- +20% A belt that goes around your waist. |
| In off hand | Tundramark (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +11.5% Atk.spd 100% Melee+ +16 arcane On Hit: * 15% chance to slow global speed by 60% * 13% chance to reduce armor by 35% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 10 lightning Dmg.mod +11% lightning +6% nature +6% arcane Res.pen +12% lightning +5% cold ----- def ----- Resists +13% lightning +5% arcane +6% blight Disease- +17% ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
| Cloak | Glema (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% mind +24% lightning Die.at -60.00 life Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of life (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +12% darkness +10% mind +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +23 (+9 eff.) Max.HP +51.00 HP.reg +7.50 Heal.mod +18% Poison- +50% Disease- +50% Cut- +50% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 103% / cooldown 69%)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 103% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 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: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 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: Shocking 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: Shocking Touch0.1 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: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water 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. |
Balulafast0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +3.0% Spell.pwr +5 (+1 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +13% fire +2% physical +10% cold Amulets make your neck look great! |
Emeluvea0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Resists +9% blight Spell.save +3 (+2 eff.) Die.at -60.00 life Max.HP +60.00 HP.reg +4.00 Pinning- +20% Stun/Frz- +20% Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
starlit steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% light +12% darkness Blind- +23% Amulets make your neck look great! |
gold amulet 'Grinihor'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% temporal Melee Ret 4 temporal ----- def ----- Resists +3% mind +18% temporal Phys.save +10 (+5 eff.) Max.HP +56.00 HP.reg +4.00 Blind- +13% Pinning- +28% Knockbk- +38% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
gold amulet 'Xerussra'0.1 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +2 Cun +5 Mag dps ---------- Spell.crit +3% Mind.crit +1% Crit.mult +10.00% Spell.pwr +12 (+4 eff.) Mind.pwr +15 (+5 eff.) S.pwr/crit +3 Dmg.mod +6% temporal +5% darkness +8% blight +8% fire +5% light +6% physical ---------- misc Mana/turn +0.32 Hate/m.crit +1.00 Max.mana +20.00 Max.psi +30.00 Amulets make your neck look great! |
psionicist's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Cloudmaster'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +2 Con dps ---------- Dmg.mod +6% lightning +10% fire Acc +5 (+1 eff.) ----- def ----- Resists +3% lightning +20% fire +6% acid Spell.save +20 (+10 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
steel ring 'Hellwither'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% arcane +11% temporal Acc +4 (+1 eff.) ----- def ----- Resists +12% fire +11% temporal HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +25.00 Disarm- +22% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
Relgesus the Crackleidol0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +18 (+6 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Resists +13% acid +27% fire +15% lightning +15% cold Rings make your fingers look great! |
gold ring 'Mayynn'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +8 Cun dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +9% arcane Res.pen +15% arcane +15% acid ----- def ----- Armour +6 Resists +5% arcane Rings make your fingers look great! |
living mindstar of clarity (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +31.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of balance (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) Disease- +20% ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +8 Str +3 Dex +5 Mag +8 Wil +5 Cun +7 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tundraqueller (21/21, 20-25 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +2 Crit +4.5% Capacity 21 Phasing +10% Ranged+ +22 blight +8 cold On Crit.r2 +8 cold On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (20/20, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (21/21, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +13% lightning +14% physical +15% cold ----- def ----- Resists +16% blight +7% cold +8% lightning +13% all Max.HP +73.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Woetrencher'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% darkness +12% mind Res.pen +20% darkness Against +19% Summoned On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +12% light D.Red.from +19% Summoned ---------- misc Light +2 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Zubidavea the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +3 Wil +4 Cun +3 Con +6 Lck dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +6% lightning Mind.save +7 (+4 eff.) Stealth +6 Max.HP +109.00 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
Glidhekira the Blackflash (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness Res.pen +5% mind +7% physical Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Resists +9% darkness Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
heroic rough leather gloves (0 def, 4 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +43.00 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. |
rough leather hat 'Tidefoe' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% cold Spell.save +4 (+2 eff.) Max.HP +47.00 Heal.mod +12% ---------- misc Max.psi +40.00 A hat made of leather. Very stylish. |
14 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. |
10 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. |
6 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. |
10 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. |
6 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. |
11 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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+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. |
11 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. |
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. |
3 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
482 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. |
Zubilrabrewyn2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Arthirerion1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +1.00 Light +8 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 148 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 241] powerful healing salve [power 241]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 241 Puts Talent Medical Injector on 15 cooldown Medical salve. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 361/400 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. |
Airwyrd [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 10 lightning ----- def ----- Resists +6% blight Crit.dmg- 15.00% ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
Branymaharahek the ash totem of stinging [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +8 Dex dps ---------- Dmg.mod +9% mind +9% physical Res.pen +20% mind +10% physical ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
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. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BoomMeister the Cornac Psyshot level 18
74th Dusk 122nd year of Ascendancy at 22:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By BoomMeister the Cornac Psyshot level 22
2nd Decay 122nd year of Ascendancy at 00:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By BoomMeister the Cornac Psyshot level 10
6th Flare 122nd year of Ascendancy at 08:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By BoomMeister the Cornac Psyshot level 20
69th Haze 122nd year of Ascendancy at 20:53 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By BoomMeister the Cornac Psyshot level 30
76th Regrowth 123rd year of Ascendancy at 07:12 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By BoomMeister the Cornac Psyshot level 18
51st Haze 122nd year of Ascendancy at 13:12 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By BoomMeister the Cornac Psyshot level 22
1st Decay 122nd year of Ascendancy at 13:29 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By BoomMeister the Cornac Psyshot level 13
10th Dusk 122nd year of Ascendancy at 03:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By BoomMeister the Cornac Psyshot level 8
4th Mirth 122nd year of Ascendancy at 10:32 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By BoomMeister the Cornac Psyshot level 21
76th Haze 122nd year of Ascendancy at 18:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By BoomMeister the Cornac Psyshot level 18
66th Haze 122nd year of Ascendancy at 06:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By BoomMeister the Cornac Psyshot level 25
32nd Regrowth 123rd year of Ascendancy at 00:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By BoomMeister the Cornac Psyshot level 18
54th Dusk 122nd year of Ascendancy at 02:31 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By BoomMeister the Cornac Psyshot level 31
4th Pyre 123rd year of Ascendancy at 16:51 see stats
Log
Shadow casts Fade.
Shadow fades!
Shadow shrugs off the effect 'Wet'!
BoomMeister hits Shadow for 173 fire damage.
BoomMeister hits Shadow for 0 fire damage.
BoomMeister hits Shadow for 0 fire damage.
BoomMeister hits Nereldabeth the corrupted protosentient globula for 165 fire damage.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow casts Blindside.
Shadow hits BoomMeister for 152 physical damage.
Shadow hits BoomMeister for 197 physical damage.
Shadow hits BoomMeister for 179 physical damage.
Melee retaliation hits Shadow for 4 cold damage.
Melee retaliation hits Shadow for 0 cold damage.
Melee retaliation hits Shadow for 4 cold damage.
Nereldabeth the corrupted protosentient globula uses Creeping Darkness.
Nereldabeth the corrupted protosentient globula's mind surges with critical power!
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
Shadow casts Shadow Lightning.
Shadow hits BoomMeister for 115 lightning damage.
BoomMeister shoots!
BoomMeister's Shoot hits Shadow for 133 physical, 35 light, 70 physical (239 total damage).
BoomMeister's Shoot killed Shadow!
Melee retaliation hits Shadow for 4 cold damage.
Shadow hits BoomMeister for 78 physical damage.
BoomMeister the level 31 cornac psyshot was splattered to death by a shadow on level 1 of The Godfeaster.



























































































































