











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. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Dwarf |
| Class | Stone Warden |
| Level / Exp | 27 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Elossra the sand-drake at level 20 on the 36th Dearth 122nd year of Ascendancy at 05:30 0 / 7Killed by Xeritira the skeleton magus at level 21 on the 14th Loss 122nd year of Ascendancy at 10:21 Killed by Gudamiwyn the skeleton archer at level 21 on the 14th Loss 122nd year of Ascendancy at 19:10 Killed by Lisora the vampire at level 23 on the 23rd Loss 122nd year of Ascendancy at 02:07 Killed by Liselera the cold drake hatchling at level 23 on the 23rd Loss 122nd year of Ascendancy at 20:23 Killed by Aeratta the corrupted protoplasmic controller at level 27 on the 29th Loss 122nd year of Ascendancy at 05:20 Killed by Aeratta the corrupted protoplasmic controller at level 27 on the 29th Loss 122nd year of Ascendancy at 08:48 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 25 (base 10) |
| Constitution | 34 (base 15) |
| Magic | 69 (base 54) |
| Willpower | 59 (base 46) |
| Cunning | 38 (base 16) |
Resources
| Mana | 523/561 |
| Equilibrium | 30 |
| Life | -111/890 |
| Positive | 96/128 |
| Steam | 100/100 |
| Healing Factor | 1.355336564623 |
| Regeneration | 7.1155169642708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 6 |
| See Stealth | 49.973116976327 |
| See Invisible | 43.973116976327 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +14% |
| Cold | +42% |
| All | 0% |
| Lightning | +9% |
| Light | +51% |
| Temporal | +18% |
| Physical | +4% |
| Fire | +7% |
| Darkness | +24% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +20% |
| Arcane | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 38 (48.304188961773%) |
| Defense | 40 |
| Ranged Defense | 43 |
| Fatigue | 5.0695406001848 |
| Physical Save | 47 |
| Spell Save | 52 |
| Mental Save | 53 |
Defense: Resistances
| Arcane | + 10%( 70%) |
| Mind | + 17%( 70%) |
| All | + 5%( 70%) |
| Physical | + 13%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 30%( 70%) |
| Darkness | + 51%( 70%) |
| Cold | + 32%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 60% |
| Pinning Resistance | 26% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 265 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' 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 green worm. * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * You've found the needed bear paw. 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 snow giant kidney. * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. | 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 within2 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Chargepeal the alchemist's lamp 1.0 T3 lite [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% lightning +9% cold +23% light Melee Ret 4 lightning ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Light +10 See.Stealth +6 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 234.49 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Torchpeal' (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +3 Mag +6 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +4% physical +7% darkness +6% light +8% arcane +18% temporal Melee Ret 4 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal Mind.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.24 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Brenostir the Ravensever (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +14.0% Spell.crit +14% Mind.crit +13% Crit.mult +10.00% S.pwr/crit +6 Melee+ 10 fire Dmg.mod +7% fire +9% light +6% darkness Acc +17 (+5 eff.) ----- def ----- Armour +2 Resists +9% darkness +8% fire Disarm- +80% ---------- misc Mana/turn +0.04 Talents +3 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 | dwarven-steel torque of gale force 'Emerialaith' [power 210] (18/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +1 Mag +2 Wil dps ---------- Res.pen +5% temporal ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 218 physical damage Puts all charms on 15 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Eilinathra'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Apr +1 ----- def ----- Phys.save +9 (+3 eff.) Die.at -60.00 life Max.HP +31.00 Disarm- +28% Pinning- +26% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Belywyn the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +8 (+3 eff.) Res.pen +10% blight Melee Ret 10 acid ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.vim +10.00 Rings make your fingers look great! |
| Around neck | Elenn the Freezehacker0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +18% cold ----- def ----- Fatigue -5% Resists +6% nature +8% physical HP.reg +3.00 Heal.mod +17% Cut- +60% ---------- misc Stam/turn +1.30 Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 294 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | dwarven-steel shield of the stars (0 def, 6 armour, 26-31 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +12 light +11 darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +13% light +11% darkness ----- def ----- Armour +6 Fatigue +8% Resists +10% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | hardened leather belt 'Porugara' 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +1% Crit.mult +24.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +18 (+6 eff.) Fatigue -6% Resists +8% fire +8% cold Proj.slow +20% Die.at -20.00 life ---------- misc Max.enc +29 A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield (0 def, 6 armour, 33-39 power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: Stats +1 Str +4 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Strikeraven the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +6% arcane Res.pen +5% arcane +20% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Defense +2 (+1 eff.) Resists +27% lightning +20% temporal +16% darkness +5% arcane +12% mind Stun/Frz- +30% Def/telep +22 Res/telep +12% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 18 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +18 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +11% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
healing infusion of the psychic (heal 168; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 118; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -327; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -327 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 654 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 24%; magical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 24%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 24%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (386.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 455.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 255; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 255.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 5; phase 13; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 6; phase 16; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 50; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 121; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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: Alchemist's Helper0.1 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: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 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: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 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: White Light Emitter0.1 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. |
Chargemark0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +7 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning ----- def ----- Fatigue -5% HP.reg +2.00 Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Toreldil the Darkfiend0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Resists +3% cold Die.at -20.00 life Heal.mod +10% Blind- +20% Amulets make your neck look great! |
Ulyrohir0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun dps ---------- Crit.mult +10.00% ----- def ----- Resists +11% temporal +9% darkness +3% nature Pinning- +24% Knockbk- +28% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Iviritta0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +3% acid +18% arcane ----- def ----- Fatigue -5% Mind.save +7 (+2 eff.) Confus- +22% ---------- misc Max.enc +20 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 (+3 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. |
Singeslice the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire +12% light +3% mind Res.pen +10% acid +25% fire Melee Ret 2 fire ----- def ----- Resists +24% light ---------- misc Equi/ret +0.04 Psi/ret +0.04 Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
mule's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +24 Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
wizard's gold ring of tenacity0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Max.HP +31.00 Disarm- +27% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cuthorain (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Crit.mult +20.00% Acc +20 (+5 eff.) Melee Ret 6 blight ----- def ----- Spell.save +6 (+2 eff.) Max.HP +16.00 Heal.mod +20% Blunt and deadly. |
Galyrion1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +5% arcane Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Cut- +20% ---------- misc Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Eilinaba the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Magmaoblivion (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Wil +3 Mag dps ---------- Crit.mult +10.00% Dmg.mod +16% acid +27% physical +5% temporal Res.pen +7% temporal +8% physical Melee Ret 2 fire ----- def ----- Resists +24% acid +14% physical +11% all Anom.red +11 ---------- misc Mana/turn +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +12% darkness +10% mind +9% all Phys.save +13 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (45 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (79 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Zubada (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +3% Resists +10% cold +7% fire +7% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkransom the dwarven-steel gauntlets (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Mag +4 Wil dps ---------- Phys.crit +3.0% Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +4 Fatigue +3% Resists +6% nature +6% lightning 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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 157.76 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Sparkdare' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +6 Cun +2 Wil dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +19% lightning ---------- misc Equi/ret +0.04 Max.hate +2.00 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. |
Arubeth the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +4 Wil dps ---------- Phys.crit +3.0% ----- def ----- Armour +9 Fatigue +3% Resists +8% blight Mind.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
Bregydudradir (4 def, 6 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Phys.pwr +25 (+8 eff.) ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue +1% Resists +2% physical +3% all Phys.save +7 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +4.00 A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.87 to 173.60 lightning damage (115.73 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Haradonik the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Mag +3 Con dps ---------- Res.pen +10% blight ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerurama the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Cun +6 Con ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +5% darkness Crit.chn- 15.00% Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +3 See.Invis +9 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadejeer (16 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Apr +1 On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +16 (+6 eff.) Fatigue +4% Resists +6% darkness ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unruharadig the Wretchblow (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Res.pen +10% lightning +20% nature Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Resists +12% nature +15% cold Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 105.6 Physical damage. If the attack hits, the target is confused (32% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 105.6 Physical damage. If the attack hits, the target is confused (32% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bidunantir the Shiveredge (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Dmg.mod +9% temporal +12% cold Melee Ret 2 temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +19% Resists +7% physical +8% darkness +8% fire +15% temporal -12% light Phys.save +19 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
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. |
300 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. |
4 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 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
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.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mardyregorach [power 105] (18/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +2% ---------- misc Hate/m.crit +5.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Salulle the Poxwolf [power 215] (18/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% darkness Melee Ret 6 darkness ----- def ----- Resists +6% nature Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 223 physical damage Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 14% for 2 turns. 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 71 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
evasive steel torque of mindblast [power 160] (18/15 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blastroar the yew totem of thorny skin [power 40] (18/20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Cun +4 Str dps ---------- Dmg.mod +6% lightning +9% arcane ---------- misc See.Invis +6 Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Gazilarim [power 110] (18/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 6 physical ----- def ----- Resists +6% acid +3% cold Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of summon tentacle [power 215] (18/25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 451 Base Damage: 233 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
focusing elm wand of shielding [power 116] (18/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Shardele the Dwarf Stone Warden level 14
10th Dearth 122nd year of Ascendancy at 00:43 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shardele the Dwarf Stone Warden level 12
26th Wealth 122nd year of Ascendancy at 09:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shardele the Dwarf Stone Warden level 21
12nd Loss 122nd year of Ascendancy at 22:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shardele the Dwarf Stone Warden level 10
41st Profit 122nd year of Ascendancy at 20:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shardele the Dwarf Stone Warden level 20
35th Dearth 122nd year of Ascendancy at 18:41 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Shardele the Dwarf Stone Warden level 18
27th Dearth 122nd year of Ascendancy at 05:34 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Shardele the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 18:38 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Shardele the Dwarf Stone Warden level 23
23rd Loss 122nd year of Ascendancy at 02:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shardele the Dwarf Stone Warden level 11
43rd Profit 122nd year of Ascendancy at 19:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shardele the Dwarf Stone Warden level 18
30th Dearth 122nd year of Ascendancy at 12:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shardele the Dwarf Stone Warden level 24
24th Loss 122nd year of Ascendancy at 07:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shardele the Dwarf Stone Warden level 18
14th Dearth 122nd year of Ascendancy at 22:30 see stats
Log
Aeratta the corrupted protoplasmic controller's tinker attains critical power!
Shardele shrugs off Aeratta the corrupted protoplasmic controller's 'Explosive Saw'!
Aeratta the corrupted protoplasmic controller deactivates Stealth.
Stone Vine from Shardele hits Aeratta the corrupted protoplasmic controller for 0 nature, 0 arcane (0 total damage).
Talent Infusion: Healing is ready to use.
Talent Chant of Fortress is ready to use.
Aeratta the corrupted protoplasmic controller activates a prepared device.
Shardele uses Rockswallow.
Stone Vine from Shardele hits Aeratta the corrupted protoplasmic controller for 0 nature, 0 arcane (0 total damage).
Aeratta the corrupted protoplasmic controller uses Acidfire.
Talent Eldritch Slam is ready to use.
Aeratta the corrupted protoplasmic controller's Acidfire cloud hits Shardele for (21 flat reduction), 20 acid (20 total damage).
Shardele uses Rockswallow.
Shardele hits Aeratta the corrupted protoplasmic controller for 61 nature damage.
Stone Vine from Shardele hits Aeratta the corrupted protoplasmic controller for 0 nature, 0 arcane (0 total damage).
Aeratta the corrupted protoplasmic controller uses Continuous Butchery.
Aeratta the corrupted protoplasmic controller uses Flurry.
Aeratta the corrupted protoplasmic controller performs a melee critical strike against Shardele!
Shardele counter attacks Aeratta the corrupted protoplasmic controller with her shield shards!
Aeratta the corrupted protoplasmic controller performs a melee critical strike against Shardele!
Shardele starts to bleed.
Shardele resists the effect 'Brainlocked'!
Shardele has temporarily forgotten Infusion: Healing for 3 turns!
Shardele hits Aeratta the corrupted protoplasmic controller for (26 parried), 0 nature, 0 light, 0 darkness, 0 fire, (26 parried), 0 nature, 0 fire (0 total damage).
Melee retaliation hits Aeratta the corrupted protoplasmic controller for 0 lightning, 0 light, 0 fire, 0 acid, 13 physical, 0 lightning, 0 light, 0 fire, 0 acid, 13 physical, 0 lightning, 0 light, 0 fire, 0 acid, 13 physical, 0 lightning, 0 light, 0 fire, 0 acid, 13 physical, 0 lightning, 0 light, 0 fire, 0 acid, 13 physical, 0 lightning, 0 light, 0 fire, 0 acid, 13 physical (82 total damage).
Aeratta the corrupted protoplasmic controller hits Shardele for 219 physical, (4 flat reduction), 0 acid, 220 physical, (4 flat reduction), 0 acid, 161 physical, (4 flat reduction), 0 acid, 79 physical, (4 flat reduction), 0 acid, 163 physical, (4 flat reduction), 0 acid, 136 physical (981 total damage).
Shardele the level 27 dwarf stone warden was hacked apart to death by Aeratta the corrupted protoplasmic controller on level 1 of inside a giant tentacle.


























































































































