










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 | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 23 / 74% |
Size | big |
Lifes / Deaths | Killed by Porita the elven warrior at level 18 on the 3rd Regrowth 123rd year of Ascendancy at 16:49 0 / 6Killed by Aerirann the sandworm at level 18 on the 10th Regrowth 123rd year of Ascendancy at 03:07 Killed by Gitta the thief at level 20 on the 21st Regrowth 123rd year of Ascendancy at 02:26 Killed by Ce'Nyta the dire wolf at level 22 on the 26th Regrowth 123rd year of Ascendancy at 13:30 Killed by Mogzon the onilug at level 22 on the 27th Regrowth 123rd year of Ascendancy at 10:50 Killed by Gethra the squid at level 23 on the 29th Regrowth 123rd year of Ascendancy at 17:35 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 18 (base 12) |
Constitution | 23 (base 12) |
Magic | 70 (base 53) |
Willpower | 54 (base 43) |
Cunning | 26 (base 12) |
Resources
Mana | 215/592 |
Negative | 77/116 |
Life | -299/830 |
Positive | 77/116 |
Psi | 134/144 |
Healing Factor | 1.3799022211822 |
Regeneration | 18.835665319137 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9539925233403E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
See Invisible | 10 |
Offense: Mainhand
Damage | 28 |
Accuracy | 18 |
Crit Chance | 16% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Arcane | +18% |
Cold | +3% |
All | 0% |
Lightning | +81% |
Light | +5% |
Temporal | +11% |
Physical | +13% |
Fire | +8% |
Darkness | +32% |
Offense: Damage Penetration
Darkness | +25% |
Light | +20% |
Nature | +10% |
Arcane | +30% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (41.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 36 |
Mental Save | 35 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 35%( 70%) |
All | + 11%( 70%) |
Darkness | + 44%( 70%) |
Light | + 13%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 24%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 9% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 22% |
Blind Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 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 316 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 1020% for 10 turns (247 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | 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 repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 bear paw. * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. 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 skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed electric eel tail. * You've found the needed ice ant stinger. | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +15.00% Spell.pwr +17 (+4 eff.) Melee+ 19 fire Dmg.mod +25% lightning +6% temporal +3% arcane Res.pen +30% arcane ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.21 Max.mana +50.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +7% blight Max.HP +48.00 HP.reg +1.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +27% darkness ----- def ----- Defense +2 (+1 eff.) Resists +38% darkness +5% arcane Max.HP +60.00 ---------- misc Mana/turn +1.60 Mana/ret +1.30 Max.mana +58.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Resists +9% acid +24% cold +5% arcane +6% lightning Die.at -20.00 life Poison- +10% ---------- misc Size +1 A pair of boots made of leather. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +44.00 HP.reg +5.00 Heal.mod +11% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% light +10% cold ----- def ----- Resists +24% lightning +3% light +7% blight +3% cold +7% nature Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) Poison- +12% Disease- +15% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Crit.mult +13.00% Spell.pwr +12 (+3 eff.) S.pwr/crit +3 Dmg.mod +5% temporal +5% darkness +5% light +8% blight +8% fire +3% arcane +6% physical Res.pen +10% nature ----- def ----- Resists +6% nature +5% arcane ---------- misc Mana/turn +0.37 Max.mana +32.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Mag +8 Wil +8 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +8 Dmg.mod +20% lightning +12% arcane ----- def ----- Armour +11 Hardiness +6% Defense +13 (+6 eff.) Resists +9% fire Phys.save +4 (+2 eff.) Max.HP +40.00 Confus- +10% ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +24% lightning +3% cold On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +18% nature 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. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% fire Max.HP +100.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +7% blight +11% all Mind.save +15 (+7 eff.) Max.HP +57.00 HP.reg +3.40 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Wil dps ---------- Dmg.mod +3% mind +6% cold ----- def ----- Resists +6% cold +13% light +12% darkness Blind- +23% ---------- misc Equi/ret +0.04 See.Invis +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% cold ----- def ----- Resists +9% blight +24% mind +3% nature Confus- +26% ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +11% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% ----- def ----- Armour +6 Resists +3% mind +9% fire Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.04 Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Crit.mult +10.00% Acc +4 (+2 eff.) ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.04 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +9% acid +9% cold HP.reg +2.00 Stun/Frz- +24% ---------- misc Equi/ret +0.24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Stun/Frz- +22% ---------- misc Max.enc +23 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 17 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +11 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +22% darkness ----- def ----- Defense +21 (+8 eff.) Resists +44% darkness +3% physical Die.at -20.00 life ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +11 ----- def ----- Defense +9 (+4 eff.) Resists +6% nature +6% blight Poison- +18% Disease- +15% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Melee+ 21 light Ranged+ 15 light Dmg.mod +10% light ----- def ----- Spell.save +10 (+4 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +4 lightning On Hit.r1 +4 lightning While equipped: dps ---------- Dmg.mod +12% lightning +6% arcane Acc +7 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +24% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +13% Living On Hit.r1 +7 fire While equipped: Stats +9 Str +7 Dex +5 Mag +7 Wil +9 Cun +7 Con dps ---------- Dmg.mod +6% physical ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 Massive two-handed swords. |
![]() 4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+5 eff.) ----- def ----- Armour +4 Spell.save +6 (+3 eff.) Die.at -40.00 life HP.reg +2.00 Heal.mod +15% Confus- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+5 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +15% lightning Acc +8 (+4 eff.) ---------- misc Max.mana +29.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +4% Phys.pwr +7 (+5 eff.) Dmg.mod +9% darkness ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +50.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +14% lightning +10% temporal Die.at -20.00 life Confus- +20% Knockbk- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Melee Ret 10 mind 4 light ----- def ----- HP.reg +2.40 Heal.mod +15% ---------- misc Max.hate +6.00 Max.psi +10.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% fire +1% physical +6% light +9% nature HP.reg +1.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +9 (+4 eff.) Resists +9% lightning +9% cold +6% mind Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +12% cold +12% lightning Mind.save +12 (+6 eff.) Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +1% physical ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 light ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +6% temporal +13% nature HP.reg +2.00 Heal.mod +14% ---------- misc Max.hate +4.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical +6% fire ----- def ----- Resists +12% darkness +12% mind +9% all Phys.save +22 (+11 eff.) Spell.save +14 (+6 eff.) Mind.save +24 (+10 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +7 Defense +28 (+11 eff.) Resists +9% all Phys.save +21 (+11 eff.) Confus- +20% ---------- misc Equi/ret +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% lightning +5% temporal +10% arcane ----- def ----- Resists +19% lightning +9% all Disease- +15% ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. It was changed by the digestive sack. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% all Poison- +26% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +3 (+3 eff.) Spell.pwr +3 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +15% lightning +12% nature Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +25% mind ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +3% blight +3% light Crit.chn- 15.00% Die.at -20.00 life Cut- +20% Pinning- +10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.crit +3% ----- def ----- Armour +4 Fatigue +2% ---------- misc Mana/s.crit +1.00 Max.mana +100.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str +4 Con dps ---------- Res.pen +10% nature Acc +6 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Phys.save +19 (+10 eff.) Mind.save +7 (+4 eff.) Disarm- +26% 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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Defense +30 (+11 eff.) Resists +6% acid +6% cold +3% nature Phys.save +9 (+5 eff.) Pinning- +10% Knockbk- +20% 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Mag +5 Con dps ---------- Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +8% temporal A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +17 Dex dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +6% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 9.0 T5 light armor Reqs Str 20 [Random Unique] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +3% acid +3% temporal On Hit (Melee): * 10% chance to reduce armor by 37% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +27 (+10 eff.) Fatigue +8% Resists +48% acid +15% temporal Phys.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Wil +2 Con dps ---------- Mind.pwr +20 (+8 eff.) ----- def ----- Mind.save +18 (+8 eff.) ---------- misc Psi/ret +0.08 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +33.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +12% blight +6% darkness Spell.save +18 (+7 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +15% temporal Mind.save +6 (+3 eff.) ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 169.08 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% lightning Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 14% for 2 turns. 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Grand Lightning the Shalore Adventurer level 12
27th Dusk 122nd year of Ascendancy at 17:56 see stats
By Grand Lightning the Shalore Adventurer level 22
26th Regrowth 123rd year of Ascendancy at 20:22 see stats
By Grand Lightning the Shalore Adventurer level 10
11st Dusk 122nd year of Ascendancy at 22:16 see stats
By Grand Lightning the Shalore Adventurer level 20
13rd Regrowth 123rd year of Ascendancy at 10:42 see stats
By Grand Lightning the Shalore Adventurer level 19
11st Regrowth 123rd year of Ascendancy at 21:24 see stats
By Grand Lightning the Shalore Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 15:30 see stats
By Grand Lightning the Shalore Adventurer level 12
20th Dusk 122nd year of Ascendancy at 03:08 see stats
By Grand Lightning the Shalore Adventurer level 23
28th Regrowth 123rd year of Ascendancy at 11:35 see stats
By Grand Lightning the Shalore Adventurer level 17
2nd Regrowth 123rd year of Ascendancy at 04:30 see stats
Log
Grand Lightning receives 38 healing from Temporal Restoration Field.
Grand Lightning's Beyond the Flesh hits Gloredhevena the squid for (7 resonance), 2 to psi, 2 physical, (2 resonance), 1 to psi, 0 lightning, (4 resonance), 1 to psi, 1 fire (10 total damage).
You are unable to move!
Grand Lightning casts Rune: Shatter Afflictions.
Grand Lightning is not dazed anymore.
Gloredhevena the squid uses Mind Sear.
Gloredhevena the squid's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Grand Lightning crumbles.
Grand Lightning deactivates Disruption Shield.
Gloredhevena the squid hits Grand Lightning for (243 absorbed), 419 mind (420 total damage).
Grand Lightning casts Teleport.
Squid uses Grab.
Grand Lightning resists the grab!
Gethra the squid's Beyond the Flesh hits Grand Lightning for 113 physical, 36 physical (150 total damage).
Squid hits Grand Lightning for 59 physical damage.
Melee retaliation hits Squid for 24 light, 16 darkness (40 total damage).
Melee retaliation hits Gethra the squid for 23 light, 14 darkness (38 total damage).
Grand Lightning receives 38 healing from Temporal Restoration Field.
Grand Lightning's Beyond the Flesh hits Gethra the squid for (11 to psi shield), 16 physical, 12 lightning, 22 fire (51 total damage).
Gethra the squid uses Telekinetic Smash.
Grand Lightning vanishes from sight.
Grand Lightning deactivates Secrets of the Eternals.
Melee retaliation hits Gethra the squid for 23 light, 14 darkness, 23 light, 14 darkness (77 total damage).
Gethra the squid hits Grand Lightning for 195 physical, 36 physical, 325 physical (558 total damage).
Grand Lightning the level 23 shalore adventurer was sliced to death by Gethra the squid on level 2 of Lake of Nur.
You carry too much--you are encumbered!
Drop some of your items.