










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 | 32 / 23% |
Size | medium |
Lifes / Deaths | Killed by Yville the mean looking elven guard at level 19 on the 39th Haze 122nd year of Ascendancy at 01:09 0 / 9Killed by Salawe the Guardian at level 24 on the 80th Haze 122nd year of Ascendancy at 04:47 Killed by Glubrerin the skeleton warrior at level 25 on the 5th Regrowth 123rd year of Ascendancy at 07:19 Killed by Iveyatta the ghoul at level 26 on the 6th Regrowth 123rd year of Ascendancy at 20:13 Killed by Neresema the ultimate gwelgoroth at level 30 on the 56th Regrowth 123rd year of Ascendancy at 19:57 Killed by Elaselle the gwelgoroth at level 30 on the 56th Regrowth 123rd year of Ascendancy at 22:01 Killed by elven corruptor at level 32 on the 5th Pyre 123rd year of Ascendancy at 10:59 Killed by elven cultist at level 32 on the 5th Pyre 123rd year of Ascendancy at 11:08 Killed by Grand Corruptor at level 32 on the 5th Pyre 123rd year of Ascendancy at 13:13 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 13 (base 12) |
Constitution | 18 (base 12) |
Magic | 73 (base 60) |
Willpower | 69 (base 60) |
Cunning | 31 (base 15) |
Resources
Mana | 153/713 |
Negative | 133/171 |
Life | -34/903 |
Positive | 135/169 |
Psi | 174/184 |
Healing Factor | 1.2911363549266 |
Regeneration | 8.5860567602617 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | -1.9650947535865E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 28 |
Accuracy | 7 |
Crit Chance | 13% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Blight | +5% |
Arcane | +11% |
Mind | +25% |
All | 0% |
Lightning | +72% |
Light | +19% |
Darkness | 0% |
Nature | +16% |
Offense: Damage Penetration
Nature | +30% |
Lightning | +24% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 40 (44.65183292883%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 41 |
Mental Save | 27 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 43%( 70%) |
Cold | + 33%( 70%) |
All | + 21%( 70%) |
Lightning | + 34%( 70%) |
Light | + 28%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 43%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Disarm Resistance | 37% |
Stun Resistance | 40% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 390 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1118% for 10 turns (64 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * You've found the needed naga tongue. 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 sandworm tooth. * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * You've found the needed warg claw. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +26 (+6 eff.) Dmg.mod +12% arcane +38% lightning Res.pen +10% light ----- def ----- Armour +8 Hardiness +9% Phys.save +5 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 3.0 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 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 217.78 light damage. At talent level 3 you gain 34% 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +8 Fatigue -7% Resists +8% acid +6% blight +16% fire +16% cold +11% lightning Phys.save +8 (+4 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +17% mind +17% nature ----- def ----- Armour +4 Resists +34% nature +12% fire +17% mind +4% all Crit.chn- 15.00% HP.reg +5.00 Stun/Frz- +41% ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Melee+ 13 physical Ranged+ 19 physical Dmg.mod +17% acid On Hit (Melee): * 18% chance to reduce all saves and defense by 26 * 20% chance to reduce damage dealt by 22% On Hit (Ranged): * 17% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Resists +34% acid +6% darkness +4% all Max.HP +40.00 Disarm- +37% Pinning- +28% Knockbk- +39% ---------- misc Hate/m.crit +3.00 Max.hate +16.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master 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: Stats +6 Con dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +20 (+5 eff.) Dmg.mod +25% lightning ----- def ----- Defense +5 (+1 eff.) Resists +6% acid +6% lightning +3% mind +6% nature Max.HP +80.00 HP.reg +1.40 Heal.mod +22% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 159.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +25 (+6 eff.) Melee+ 8 blight Dmg.mod +6% blight Phasing +30% ----- def ----- Armour +2 Resists +7% blight ---------- misc Mana/turn +0.16 Mana/s.crit +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. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Phys.save +15 (+6 eff.) Anom.red +11 Max.HP +75.00 ---------- misc Max.mana +44.00 Max.stam +43.00 Max.hate +14.00 Max.psi +25.00 Max.vim +26.00 Max.P.En +26.00 Max.N.En +28.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +7 Wil dps ---------- Dmg.mod +9% lightning Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Mind.save +6 (+3 eff.) ---------- misc See.Invis +6 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 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +9% Spell.pwr +18 (+4 eff.) Dmg.mod +13% light ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +13% darkness +9% light +13% all Max.HP +31.00 ---------- misc Mana/turn +0.17 Max.mana +88.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 6 turns. While Heroism is active, you will only die when reaching -688 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 1377 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 228 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +24% blight Res.pen +15% arcane ----- def ----- Resists +18% temporal Pinning- +38% Knockbk- +31% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 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... |
![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% Blind- +17% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +13% light +10% darkness Blind- +26% ---------- misc Mana/turn +0.13 Max.mana +30.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness +20% lightning Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +15% darkness Mind.save +8 (+4 eff.) Confus- +32% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +9% arcane Res.pen +20% light Melee Ret 8 light ----- def ----- Resists +30% lightning +3% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 16.90 cold and 16.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +5 (+5 eff.) Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Res.pen +20% lightning +20% arcane Melee Ret 4 arcane ----- def ----- Resists +18% acid +18% cold +20% fire +5% arcane +12% lightning Silence- +27% ---------- misc Mana/turn +0.21 Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Str +5 Wil +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +20 (+15 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +9% blight Apr +3 Melee Ret 2 blight ----- def ----- Mind.save +10 (+5 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +3 Resists +3% all Max.HP +70.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +12.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +2 Mag +3 Con ----- def ----- Fatigue -6% Resists +7% nature +7% blight Blind- +30% Poison- +14% Disease- +18% ---------- misc Max.enc +22 Light +4 Infravis +8 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Psionic Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 mind +14 cold On Hit.r1 +12 blight On Hit: * 18% chance to reduce all saves and defense by 26 While equipped: Stats +5 Mag +7 Wil +5 Cun dps ---------- Spell.pwr +11 (+3 eff.) S.pwr/crit +6 Dmg.mod +3% blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +12 darkness While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +16 Resists +9% fire Die.at -80.00 life HP.reg +4.00 Disease- +20% Confus- +20% Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 cold On Hit.r1 +12 cold While equipped: dps ---------- Mind.crit +3% Phys.pwr +20 (+15 eff.) Mind.pwr +6 (+2 eff.) Melee+ 10 acid Dmg.mod +9% acid +15% cold Res.pen +9% acid ----- def ----- Armour +4 Resists +10% acid Phys.save +6 (+3 eff.) HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+6 eff.) Melee+ 5 mind 5 darkness Dmg.mod +9% lightning +6% physical +2% darkness +4% cold +4% nature +3% mind ----- def ----- Defense +6 (+2 eff.) Resists +3% blight Disease- +12% Pinning- +15% ---------- misc Max.psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +3 Mag +1 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 lightning Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +5% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Rare] 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: dps ---------- Phys.crit +5.0% Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +27% physical Res.pen +25% light Acc +15 (+13 eff.) ----- def ----- Resists +11% darkness +11% temporal Die.at -80.00 life Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master 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: Stats +11 Mag +17 Wil +9 Cun dps ---------- Spell.crit +16% Crit.mult +16.00% Spell.pwr +12 (+3 eff.) S.pwr/crit +15 Dmg.mod +25% lightning Res.pen +5% blight On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +9% darkness ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +10% Crit.mult +20.00% Res.pen +20% darkness +20% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Resists +9% darkness +9% blight ---------- misc Hate/m.crit +2.00 Max.hate +8.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.15 Max.mana +30.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +9% cold +9% temporal Phys.save +17 (+7 eff.) Spell.save +17 (+6 eff.) Mind.save +14 (+7 eff.) Die.at -80.00 life Teleport- +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 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 115.69 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +18% mind On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +9% darkness +3% temporal +3% light +3% nature +7% blight +6% fire +18% mind +11% all Mind.save +20 (+10 eff.) Max.HP +48.00 HP.reg +2.60 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +7 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +11% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +14% acid +20% physical +16% fire +14% cold ----- def ----- Resists +12% acid +16% physical +14% darkness +10% fire +16% cold +11% mind +15% all Phys.save +13 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +33 (+15 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +7% Mind.crit +4% Spell.pwr +17 (+4 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +15 (+7 eff.) ---------- misc Mana/turn +0.25 Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +4 Wil dps ---------- Dmg.mod +12% lightning +13% physical +29% cold ----- def ----- Resists +5% lightning +33% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +7% blight +13% all Max.HP +55.00 HP.reg +3.50 Heal.mod +12% Poison- +26% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +1 Resists +12% nature +3% light +6% darkness HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% blight ----- def ----- Armour +3 Disease- +26% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Wil +16 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% S.pwr/crit +10 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +2% Resists +6% mind +3% blight Confus- +10% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 62.00 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 8 blight Dmg.mod +8% blight ----- def ----- Armour +2 Defense +25 (+7 eff.) Fatigue +3% Resists +8% blight Mind.save +6 (+3 eff.) Die.at -80.00 life Max.HP +100.00 Confus- +20% Teleport- +20% 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 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 4 arcane 7 temporal Ranged+ 8 temporal Dmg.mod +5% arcane +4% temporal ----- def ----- Armour +2 Resists +4% arcane +7% temporal 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. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +25% lightning +12% mind ----- def ----- Defense +2 (+0 eff.) Resists +19% lightning Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Mag dps ---------- Spell.crit +2% Res.pen +5% light +5% arcane Phasing +20% Melee Ret 8 arcane ----- def ----- Armour +4 Fatigue +4% ---------- misc Mana/turn +0.12 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +14 Dex +8 Mag +3 Wil dps ---------- Melee Ret 10 darkness ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +18 Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 16.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 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 cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +12 Mag -6 Wil +3 Con dps ---------- S.pwr/crit +6 Dmg.mod +9% blight +6% light ----- def ----- Armour +3 Fatigue +3% Resists +14% cold Phys.save +11 (+5 eff.) Mind.save +15 (+7 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Light +2 Breathe water Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +4 Wil +5 Con dps ---------- Spell.crit +2% Dmg.mod +9% blight +10% arcane ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue +3% Resists +6% cold Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +7 Dex +4 Wil +3 Cun +7 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% light Melee Ret 6 arcane 8 light ----- def ----- Armour +5 Fatigue +5% Resists +3% light Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 16.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +11 (+3 eff.) Resists +6% light +7% cold +7% fire +9% mind +5% arcane Cut- +20% Silence- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun +2 Wil ----- def ----- Defense +32 (+8 eff.) Resists +8% fire +19% cold Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +11% temporal ----- def ----- Defense +1 (+0 eff.) Resists +11% temporal ---------- misc Mana/turn +0.70 Mana/ret +0.80 Max.mana +43.00 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 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 9.0 T5 light armor Reqs Str 20 [Random Unique] Master/Psionic While equipped: Stats +8 Str +4 Cun +2 Mag dps ---------- Spell.pwr +20 (+5 eff.) On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Armour +16 Defense +31 (+8 eff.) Fatigue +8% Resists +3% acid +26% cold +16% darkness +13% physical Mind.save +20 (+10 eff.) ---------- misc Max.mana +100.00 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. 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 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 [Rare] Arcane While equipped: Stats +12 Str +3 Dex +15 Wil dps ---------- Phys.crit +11.0% Mind.crit +11% Acc +20 (+16 eff.) ----- def ----- Armour +10 Phys.save +15 (+6 eff.) ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Str +1 Dex +2 Mag +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% lightning ----- def ----- Resists +5% arcane ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +1% Dmg.mod +6% mind +3% acid Res.pen +5% acid ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +20 (+5 eff.) Resists +6% mind +3% light Pinning- +20% Sting an enemy dealing 142 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% light ----- def ----- Armour +12 Resists +2% physical +9% light +3% nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 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 [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Melee Ret 10 fire ----- def ----- Phys.save +15 (+6 eff.) Die.at -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (344 total damage) Puts all charms on 15 cooldown 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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. |
![]() 0.0 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
By Lightning Titan the Shalore Adventurer level 13
12nd Haze 122nd year of Ascendancy at 20:59 see stats
By Lightning Titan the Shalore Adventurer level 31
68th Regrowth 123rd year of Ascendancy at 08:02 see stats
By Lightning Titan the Shalore Adventurer level 22
61st Haze 122nd year of Ascendancy at 04:52 see stats
By Lightning Titan the Shalore Adventurer level 32
5th Pyre 123rd year of Ascendancy at 13:06 see stats
By Lightning Titan the Shalore Adventurer level 10
75th Dusk 122nd year of Ascendancy at 08:46 see stats
By Lightning Titan the Shalore Adventurer level 20
45th Haze 122nd year of Ascendancy at 19:07 see stats
By Lightning Titan the Shalore Adventurer level 30
56th Regrowth 123rd year of Ascendancy at 19:00 see stats
By Lightning Titan the Shalore Adventurer level 18
38th Haze 122nd year of Ascendancy at 04:58 see stats
By Lightning Titan the Shalore Adventurer level 10
76th Dusk 122nd year of Ascendancy at 07:10 see stats
By Lightning Titan the Shalore Adventurer level 27
23rd Regrowth 123rd year of Ascendancy at 12:56 see stats
By Lightning Titan the Shalore Adventurer level 12
4th Haze 122nd year of Ascendancy at 09:40 see stats
By Lightning Titan the Shalore Adventurer level 26
23rd Regrowth 123rd year of Ascendancy at 00:10 see stats
By Lightning Titan the Shalore Adventurer level 22
60th Haze 122nd year of Ascendancy at 21:02 see stats
By Lightning Titan the Shalore Adventurer level 18
36th Haze 122nd year of Ascendancy at 01:19 see stats
By Lightning Titan the Shalore Adventurer level 32
5th Pyre 123rd year of Ascendancy at 11:08 see stats
Log
Talent Shock is ready to use.
Talent Hymn of Perseverance is ready to use.
Thunderstorm hits Grand Corruptor for 0 lightning damage.
Rotting Disease from Grand Corruptor hits Lightning Titan for (119 absorbed), 0 blight (0 total damage).
Lightning Titan receives 39 healing from Temporal Restoration Field.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Lightning Titan casts Phase Door.
Select a target to teleport...
Select a teleport location...
Your shield crumbles under the damage!
The shield around Lightning Titan crumbles.
Lightning Titan starts to bleed.
Lightning Titan vanishes from sight.
Lightning Titan deactivates Secrets of the Eternals.
Lightning Titan's arcane area effect hits Salavena the elven blood mage for 279 arcane damage.
Salavena the elven blood mage's Earthen Missiles hits Lightning Titan for 119 physical, 19 physical (140 total damage).
Salavena the elven blood mage's Earthen Missiles hits Lightning Titan for 119 physical, 19 physical (140 total damage).
Salavena the elven blood mage's Earthen Missiles hits Lightning Titan for (52 absorbed), 141 physical, 32 physical (174 total damage).
Lightning Titan resists!
Lightning Titan shrugs off the effect 'Shocked'!
Talent Chant of Resistance is ready to use.
Elven mage's Shock hits Lightning Titan for 154 lightning damage.
Lightning Titan receives 39 healing from Temporal Restoration Field.
Rotting Disease from Grand Corruptor hits Lightning Titan for 119 blight damage.
Bleeding from Salavena the elven blood mage hits Lightning Titan for 73 physical damage.
Lightning Titan the level 32 shalore adventurer was poxed to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
The furious lightning storm around Lightning Titan calms down and disappears.