Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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:
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: 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 Exploration |
Sex | Male |
Race | Skeleton |
Class | Archmage (Technomancer) |
Level / Exp | 26 / 54% |
Size | medium |
Lifes / Deaths | Killed by Ivyrata the giant carpenter ant at level 18 on the 28th Regrowth 123rd year of Ascendancy at 14:46 / 15Killed by thief at level 19 on the 30th Regrowth 123rd year of Ascendancy at 09:51 Killed by Cyragana the minotaur at level 19 on the 30th Regrowth 123rd year of Ascendancy at 11:19 Killed by Yvenne the gigantic sandworm tunneler at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 22:25 Killed by Emelotta the yellow ooze at level 20 on the 34th Regrowth 123rd year of Ascendancy at 06:33 Killed by Ivumina the thief at level 20 on the 44th Regrowth 123rd year of Ascendancy at 01:15 Killed by Gloravea the white wolf at level 21 on the 45th Regrowth 123rd year of Ascendancy at 01:07 Killed by Betegathra the warg at level 21 on the 46th Regrowth 123rd year of Ascendancy at 19:12 Killed by Adessra the giant lightning ant at level 22 on the 47th Regrowth 123rd year of Ascendancy at 06:21 Killed by Mayirelle the snow giant at level 23 on the 48th Regrowth 123rd year of Ascendancy at 14:06 Killed by Yveritha the dire wolf at level 23 on the 48th Regrowth 123rd year of Ascendancy at 19:07 Killed by Nerina the dredge at level 25 on the 57th Regrowth 123rd year of Ascendancy at 15:17 Killed by Isotira the wolf at level 26 on the 59th Regrowth 123rd year of Ascendancy at 00:32 Killed by Isotira the wolf at level 26 on the 59th Regrowth 123rd year of Ascendancy at 01:44 Killed by ritch flamespitter at level 26 on the 59th Regrowth 123rd year of Ascendancy at 09:23 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 14 (base 10) |
Magic | 71 (base 57) |
Willpower | 62 (base 52) |
Cunning | 34 (base 11) |
Resources
Life | 454/454 |
Mana | 120/120 |
Steam | 0/90 |
Healing Factor | 1.1372895330003 |
Regeneration | 0.28432238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +122.45843205308% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 28 |
Accuracy | 20 |
Crit Chance | 13% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +20% |
Blight | +3% |
Darkness | +12% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Mind | +15% |
Lightning | +39% |
Defense: Base
Armour (hardiness) | 17 (33%) |
Defense | 29 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 33 |
Mental Save | 32 |
Defense: Resistances
Darkness | + 12%( 70%) |
Light | + 59%( 70%) |
Temporal | + 18%( 70%) |
Arcane | + 21%( 70%) |
Lightning | + 35%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 69% |
Bleed Resistance | 100% |
Disarm Resistance | 26% |
Fear Resistance | 100% |
Stun Resistance | 24% |
Poison Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns and blocking 141 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 981% for 10 turns (110 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 4 turns and blocking 130 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. |
Class Talents
Spell / Occult technomancy | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 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 / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hurricane |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Feather Wind |
talent | Tempest |
talent | Arcane Power |
talent | Essence of Speed |
talent | Disruption Shield |
talent | Shielding |
talent | Metaphasic Spin |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 injured seer from death by Teching. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Teching. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the injured seer from death by Arilena the black bear. Escort: injured seer (level 3 of Old Forest) | failed |
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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 ice wyrm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. 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 length of troll intestine. * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Cuthadur' (0 def, 1 armour) =Cun= pair of rough leather boots 'Cuthadur' (0 def, 1 armour) =Cun=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Cun +2 Con ----- def ----- Armour +1 Fatigue -5% Crit.chn- 10.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Infravis +1 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Chargepride the rough leather cap (0 def, 1 armour) Chargepride the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +19 (+7 eff.) Res.pen +5% lightning +10% acid ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Tool | Dimmire the iron pickaxe (dig speed 39 turns) =Cun= Dimmire the iron pickaxe (dig speed 39 turns) =Cun=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +3 Cun dps ---------- Spell.crit +5% Dmg.mod +12% darkness +6% mind Res.pen +5% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.mana +20.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's steel ring of light (+20%) =Cun= rogue's steel ring of light (+20%) =Cun=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+2 eff.) Resists +20% light Rings make your fingers look great! |
On fingers | Chargerazor Chargerazor0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +5 Wil +2 Cun dps ---------- Phys.crit +2.0% Spell.pwr +13 (+5 eff.) Apr +1 ----- def ----- Fatigue -4% Resists +3% lightning Phys.save +9 (+4 eff.) ---------- misc Max.enc +22 Rings make your fingers look great! |
Around waist | blurring rough leather belt of transcendence blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Phys.save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
In main hand | Layethra the ash starstaff (15-18 power, 3 apr, lightning element) Layethra the ash starstaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +3% blight +15% lightning ----- def ----- Armour +7 Hardiness +3% Resists +7% lightning Phys.save +5 (+2 eff.) Die.at -40.00 life Disease- +20% ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Velawen the hardened leather gloves (0 def, 5 armour) Velawen the hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +2 Cun +2 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +5 Resists +5% lightning +6% light +6% darkness Mind.save +5 (+2 eff.) Die.at -20.00 life Max.HP +58.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 69.24 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Ivelema the linen robe (10 def, 0 armour) Ivelema the linen robe (10 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +10% lightning Res.pen +10% mind +5% acid ----- def ----- Defense +10 (+5 eff.) Resists +15% lightning +7% all ---------- misc Equi/ret +0.12 Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | stabilizing steel amulet of cunning (+2) stabilizing steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +25% Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 568%; cd 9) movement infusion of the titan (speed 568%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the titan (regen 830% over 10 turns; mana 41; cd 18) manasurge rune of the titan (regen 830% over 10 turns; mana 41; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 830% for 10 turns (93 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
wizard's steel ring of tenacity wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Delukalthomas (10-12 power, 2 apr, lightning element) Delukalthomas (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +17.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Acc +10 (+5 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arcpall (19-29 power, 2 apr) Arcpall (19-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +16 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +12% lightning ----- def ----- Resists +12% light Blind- +20% Disarm- +20% Massive two-handed battleaxes. |
Delodur the Sparkwedge (22-36 power, 1 apr) Delodur the Sparkwedge (22-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +15% nature +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% lightning Massive two-handed swords. |
Gloomwilter the steel greatsword (24-39 power, 2 apr) Gloomwilter the steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 mind On Crit.r2 +20 darkness On Hit: * 27% chance to reduce all saves and defense by 30 While equipped: Stats +5 Cun +5 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% nature Res.pen +10% mind ----- def ----- Resists +6% darkness ---------- misc Hate/m.crit +3.00 Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (44-71 power, 2 apr) hateful dwarven-steel greatsword of massacre (44-71 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 44.5 - 71.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living Massive two-handed swords. |
thought-forged dwarven-steel greatsword of massacre (44-70 power, 2 apr) thought-forged dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 44.0 - 70.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind On Hit: * 21% chance to reduce all saves and defense by 30 While equipped: Stats +3 Cun +5 Wil Massive two-handed swords. |
Betinor the Oakwend (12-16 power, 6 apr) Betinor the Oakwend (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +8% all Acc +9 (+4 eff.) Apr +6 ----- def ----- Resists +6% lightning +6% temporal +12% light +9% nature Sharp, short and deadly. |
steel dagger of erosion (11-14 power, 6 apr) steel dagger of erosion (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
balanced dwarven-steel dagger (17-22 power, 7 apr) balanced dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
dwarven-steel dagger of massacre (26-33 power, 7 apr) dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
elm longbow 'Glaciermaim' elm longbow 'Glaciermaim'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +200% On Hit.r1 +16 fire +8 cold While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Dmg.mod +12% cold Res.pen +15% cold ----- def ----- Resists +12% fire Longbows are used to shoot arrows at your foes. |
barbed quiver of elm arrows (20/20, 23-32 power, 5 apr) barbed quiver of elm arrows (20/20, 23-32 power, 5 apr)3.0 T1 arrow ammo [Ego+] Master Power 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 20 On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Icebender the quiver of ash arrows (18/18, 22-30 power, 7 apr) Icebender the quiver of ash arrows (18/18, 22-30 power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +15 nature +12 cold On Hit.r1 +20 lightning +20 acid On Crit.r2 +16 cold Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows (21/21, 31-43 power, 7 apr) deadly quiver of ash arrows (21/21, 31-43 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
Lightningnull (0 def, 0 armour) Lightningnull (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% acid +11% cold Res.pen +20% lightning +25% arcane ----- def ----- Resists +15% acid +12% darkness +6% lightning +16% cold +11% mind +9% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of protection (2 def, 3 armour) dreamer's woollen robe of protection (2 def, 3 armour)2.0 T2 cloth armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +10% darkness +10% mind +9% all Phys.save +25 (+12 eff.) Spell.save +10 (+5 eff.) Mind.save +20 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of fire (+16%) (0 def, 0 armour) mindwoven cashmere robe of fire (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +11% fire ----- def ----- Resists +11% all +16% fire Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanymivea (11 def, 8 armour) Xanymivea (11 def, 8 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +3 ----- def ----- Armour +8 Defense +11 (+5 eff.) Fatigue +7% Resists +18% lightning HP.reg +4.00 Heal.mod +20% Teleport- +20% A suit of armour made of leather. |
cleansing hardened leather armour of lightning resistance (9 def, 6 armour) cleansing hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +10% blight +13% nature +17% lightning A suit of armour made of leather. |
Goretozor the Cindertouch (3 def, 14 armour) Goretozor the Cindertouch (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +12 (+6 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +12 (+4 eff.) Res.pen +10% fire On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Resists +13% lightning +33% acid Phys.save +8 (+4 eff.) A suit of armour made of mail. |
Rhusadan the linen cloak (1 def, 0 armour) Rhusadan the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +5 Dex +3 Mag +4 Wil ----- def ----- Defense +1 (+0 eff.) Mind.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. |
kruk cloak of protection (0 def, 0 armour) kruk cloak of protection (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Adedhenor the pair of iron boots (0 def, 3 armour) Adedhenor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +18% lightning +9% blight Mind.save +6 (+3 eff.) Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Offaltrial (0 def, 3 armour) Offaltrial (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +15% fire +5% temporal On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Silence- +20% Confus- +21% Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorohor the rough leather gloves (0 def, 1 armour) Gorohor the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +9% lightning +3% temporal +3% blight +6% fire +6% acid 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. |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour) scouring hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+4 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+5 eff.) 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. |
Pitchblight (0 def, 2 armour) Pitchblight (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +11 (+6 eff.) Dmg.mod +6% darkness ----- def ----- Armour +2 Fatigue +3% Die.at -80.00 life ---------- misc Equi/ret +0.20 Max.psi +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 9 armour) sand dwarven-steel gauntlets of dexterity (+3) (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +16 (+8 eff.) ----- def ----- Armour +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gliriawen the linen wizard hat (1 def, 0 armour) Gliriawen the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical Phys.save +9 (+4 eff.) Confus- +20% Pinning- +10% A pointy cloth hat, very wizardly... |
shielding linen wizard hat of light (+16%) (1 def, 0 armour) shielding linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Zolathad' (0 def, 1 armour) rough leather cap 'Zolathad' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +6% fire Crit.chn- 5.00% Phys.save +11 (+5 eff.) Die.at -40.00 life Pinning- +10% Stun/Frz- +20% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Tuluziladechik the Pyrestinger (0 def, 3 armour) Tuluziladechik the Pyrestinger (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +4% Dmg.mod +12% fire Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% Resists +18% light +11% darkness Spell.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
spinel 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. |
2 zircon 2 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. |
2 aquamarine 2 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. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus 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. |
Belegastir Belegastir2.0 T1 lite [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Daybrand the brass lantern Daybrand the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +6% light Acc +30 (+15 eff.) ----- def ----- Defense +20 (+10 eff.) Resists +2% physical Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's brass lantern of clarity void-walker's brass lantern of clarity2.0 T1 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +5% cold +5% temporal Mind.save +5 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +11% ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) 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) 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. |
quick steel torque of gale force [power 140] (10 cooldown) quick steel torque of gale force [power 140] (10 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 140 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
Stormbrace the ash totem of summon tentacle [power 160] (25 cooldown) Stormbrace the ash totem of summon tentacle [power 160] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +15% mind On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +15% mind Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 388 Base Damage: 173 Armor: 8 All Resist: 20 Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 110] (20 cooldown) cleansing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 161 damage on yourself and all friendly characters within 10 spaces for 5 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Teching the Skeleton Archmage level 18
13rd Regrowth 123rd year of Ascendancy at 02:47 see stats
By Teching the Skeleton Archmage level 21
46th Regrowth 123rd year of Ascendancy at 16:55 see stats
By Teching the Skeleton Archmage level 10
40th Haze 122nd year of Ascendancy at 16:47 see stats
By Teching the Skeleton Archmage level 20
33rd Regrowth 123rd year of Ascendancy at 21:52 see stats
By Teching the Skeleton Archmage level 21
44th Regrowth 123rd year of Ascendancy at 11:41 see stats
By Teching the Skeleton Archmage level 16
70th Haze 122nd year of Ascendancy at 10:21 see stats
By Teching the Skeleton Archmage level 5
33rd Dusk 122nd year of Ascendancy at 01:06 see stats
By Teching the Skeleton Archmage level 13
53rd Haze 122nd year of Ascendancy at 22:58 see stats
By Teching the Skeleton Archmage level 20
34th Regrowth 123rd year of Ascendancy at 14:52 see stats
By Teching the Skeleton Archmage level 15
66th Haze 122nd year of Ascendancy at 21:30 see stats
Log
Teching activates Thunderstorm.
A furious lightning storm forms around Teching!
Teching deactivates Tempest.
Teching activates Tempest.
Teching deactivates Arcane Power.
Teching activates Arcane Power.
Teching deactivates Shielding.
Teching activates Shielding.
Teching deactivates Feather Wind.
Teching activates Feather Wind.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Disruption Shield
- Metaphasic Spin
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Talent Essence of Speed is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Teching activates Essence of Speed.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 52 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 52 turns (stop reason: at exit).
The furious lightning storm around Teching calms down and disappears.